GlassBreakr

AI frame generation on your idle integrated GPU

AI frame generation that runs on your dormant integrated GPU — so your game's dedicated GPU keeps rendering. Every figure on this site is traceable to a measured benchmark. We publish what we measured, and nothing we did not.

What it does

Modern laptops and many desktops have two GPUs: a powerful dedicated GPU (dGPU) that renders your game, and an integrated GPU (iGPU) that mostly sits idle. GlassBreakr puts that idle iGPU to work: it captures the game, runs an AI optical-flow model on the integrated GPU to generate in-between frames, and displays the result. Because the AI runs on the iGPU, the measured AI load on the dedicated GPU is 0%.

The honest headline

Per tier, the engine generates up to 4x (FREE), 6x (TURBO) and 8x (ULTRA) frames. This is verified two ways: by disassembling the shipped binary (multipliers {4,6,8}, no clamp) and by a beta tester's Cyberpunk 2077 test (ULTRA: 45 → 283 fps = 6.3x; TURBO: 30 → 148 fps).

Honest nuance — generated vs displayed: a frame is generated by the engine, but a 180 Hz monitor only shows ~180 fps (≈4x visible); a faster display shows more. In our own Subway Surfers runs the output was about 2x (a ~30 fps game became 63 fps, stable over 11,500+ frames).

All proofs — the shipped binary, the Cyberpunk screenshots, the beta tester's report and recording — are in the glassbreakr-proofs repository.

What "output FPS" means

Output FPS counts real frames plus AI-interpolated frames. It makes motion look smoother; it does not make the game's own simulation run faster. See the FAQ for what GlassBreakr does not do, and the Benchmarks for every measured number with its source.

GlassBreakr is a Windows product. Editor: ZMLabs.