How it works
Two GPUs, one idle
Most gaming laptops (and many desktops) ship with two GPUs: a dedicated GPU that renders the game, and an integrated GPU built into the CPU that usually sits idle while you game. GlassBreakr uses that idle integrated GPU.
The pipeline
- Capture the game's frames.
- Optical flow — an AI model (RIFE-Nano, our compact model derived from the MIT-licensed RIFE project — Huang et al., ECCV 2022) estimates the motion between two consecutive frames, running on the integrated GPU via DirectML.
- Warp + blend — intermediate frames are generated from that motion.
- Display the real and generated frames in sequence.
Because steps 2–3 run on the integrated GPU, the measured AI load on the dedicated GPU is 0% in heterogeneous mode — the dedicated GPU is left free to render the game.
What you get
The output frame rate is about 2x the game's. Examples measured live (Subway Surfers): ~30 fps → 63 fps; and the FlowUp pipeline reaches 45-48 fps at 720p native with a warp step of just 1.7-2.2ms.
What "output FPS" means (and what it doesn't)
Output FPS counts real frames plus AI-interpolated frames. It improves perceived smoothness. It does not speed up the game's simulation, input handling, or physics, and it does not render at a higher native resolution (one mode's 540p output is AI-upscaled, not native). Interpolation adds a small, measured latency — see Benchmarks.
A note on the engine beyond gaming
The interpolation engine itself (RIFE optical flow + warp) is portable and also runs offline on Windows, Linux and macOS for video files. The real-time game overlay, however, is Windows-only.