I'll start with the most important thing—HYDRA is now compatible with Core Isolation + Secure Boot thanks to a number of security improvements. This has also affected the behavior of anti-cheats—they have become more tolerant.

Imagine this: you fire up a new game, your FPS counter says “80–120,” but some moments feel sticky or uneven. You turn a few knobs, your FPS changes, but the feel doesn’t. That’s the gap HGCI closes.
HGCI (Hybrid Game Comfort Index) is a single, easy‑to‑read score plus five companion metrics in the overlay—S, R, V, H, F—that describe the feel of your session: how smooth it looks, how fast it responds, how well it matches your display, how much stability margin you have, and whether your framerate is broadly “enough.” Under the hood HGCI observes real frame‑by‑frame timing and display‑time signals (via PresentMon v2) and blends them with your monitor context (refresh rate, VRR range, V‑Sync state) to judge comfort on your setup, not a lab screenshot.
Comfort, not just speed. FPS alone can’t predict if a fight feels snappy or if a camera pan looks jitter‑free. HGCI treats pacing, latency, and panel behavior as first‑class citizens.
Display‑aware by design. Your screen has rules: VRR bounds, near‑ceiling behavior, V‑Sync trade‑offs. HGCI reads that context so advice is grounded and specific. PresentMon
Vendor‑agnostic clarity. We speak the common language of PresentMon v2 metrics and, when possible, read VRR/V‑Sync info through GPU vendor APIs—without tying you to a brand. PresentMon
Honest about uncertainty. When certain signals are missing (e.g., input‑to‑photon in a given title), HGCI gracefully fuses what’s available and tells a coherent story instead of guessing wildly.

Think of HGCI as a compass: the overall score points the way, but these five letters tell you why the experience feels the way it does and what to fix first.
Plain meaning: fewer frame‑time spikes, fewer “micro‑hitches,” nicer camera pans.
Raise S with:
A gentle FPS cap just under your monitor’s ceiling or VRR‑max to remove “near‑cap” stutter.
VRR over strict V‑Sync when your FPS isn’t rock‑solid at refresh rate.
Tidy background activity: close heavy apps, recorders, and extra overlays you don’t need.
Right‑sized streaming: if a game hitches while loading assets, trim texture/geometry budgets.
Example: You’re on a 165 Hz VRR panel and see jitter at 164–165 FPS. Cap at 162 FPS → camera pans look buttery, S climbs.
Plain meaning: the feel of input—snappiness in shooters, aim confidence, dodge timing.
Raise R with:
Stay inside VRR range (especially for competitive play).
Avoid stacked limiters that build extra queues; pick one clean cap strategy.
Trim the few heaviest effects (e.g., aggressive RT passes) if they stretch your frame time.
Prefer flip‑model fullscreen/borderless over legacy blit paths to reduce compositor delay.
Example: Mouse feels “syrupy” at 70–90 FPS with V‑Sync. Enable VRR, cap at 88 FPS, and tone down a heavy reflection pass—R jumps; aim feels crisp.
Plain meaning: how well your frame cadence matches the monitor and sync mode, plus tear risk.
Raise V with:
Beat VRR‑min by a few FPS to avoid LFC flips and their side‑effects.
Don’t ride the ceiling: cap just under VRR‑max or refresh.
Pick one story: VRR or V‑Sync—avoid messy overlaps.
Example: You’re at 46–50 FPS on a 48–165 Hz VRR display. Lower a couple of expensive settings to hold 52–60 FPS—V steadies, tearing risk disappears.
Plain meaning: resilience to spikes—can your system absorb sudden effects, big fights, heavy weather?
Raise H with:
Cut the single longest GPU pass instead of nibbling ten tiny ones.
Help the CPU breathe: crowd density, simulation, and mods can nuke headroom.
Kill throttling: stable clocks/thermals and sane VRAM usage keep H high.
Right‑size your cap: a slightly more conservative cap often buys huge stability.
Example: In big explosions your frame‑time tail balloons. Dropping shadow resolution one notch and capping 5 FPS lower turns chaotic spikes into tiny ripples—H rises sharply.
Plain meaning: the “usefulness” of FPS with diminishing returns at very high values.
Raise F with:
Aim for meaningful tiers (30→45→60→75→90→120…).
Trade a couple of costly settings for 6–8 ms saved per frame; consider upscalers that are stable in your game.
Mind CPU limits at high Hz—background tasks and heavy scripts can choke F even when the GPU coasts.
Example: Jumping from 80 to 120 FPS on a 120–144 Hz panel makes motion clarity pop; HGCI’s F climbs, and your overall label may step up a category.
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(up to 1150mV, if the card's internal limit allows it):

As always, the full list of changes is just below on this page.
New. HYDRA Game Comfort Index (HGCI) in overlay. Logging to a file is also available.
Added a system for handling exceptions related to Core Isolation (for future Windows updates and security policy changes).
Added a check for available CPPC tags with an attempt to use an alternative source if some tags are missing.
Added temporary detailed logging during GPU DIAGNOSTICs.
Added new OC features for RTX-TUNER tab.
A protection system has been implemented to prevent attempts to use OC on chipsets where it is blocked.
Updated RTX-TUNER UI and extended OC range.
GPU DIAGNOSTIC for NVIDIA has received a number of improvements and significant speedup of the process.
Improvements to a number of security features; full compatibility with Secure Boot + Core Isolation. Most anti-cheat systems do not react to HYDRA. No impact on performance.
RTSS has received color skins and an improved, more comfortable overlay.
The Elemental test received an exclusive full-screen mode.
Improved reliability of the Phoenix feature.
PresentMon has been updated to version 2.4.0 beta. Data retrieval time has been reduced, and the accuracy of key metric calculations has been improved.
Improved support for Intel and AMD Ryzen APU processors.
Optimization of HYDRA communication with SMU, reduction of processor usage.
Fixed a critical bug where the application could crash after a forced restart of the NVIDIA driver.
Fixed a bug causing voltage to stick on RTX 4090 and RTX 5000 graphics cards during GPU DIAGNOSTIC.
Fixed some errors that prevented all resources from being correctly released when closing HYDRA.
Fixed a bug where the curve for NVIDIA graphics cards was not applied.
Fixed a flickering issue in the Pure test on some systems.
The comparative testing mode for RTX 5090 and RTX 4090 graphics cards now correctly displays PPT graphs.
A number of minor fixes.
* False positive of antivirus (like always).
LINK (only an early access plan)
Since piracy in recent months has become widespread early access will be in Discord. If you do not have access to Discord, make sure your Patreon profile is complete. The process of granting access is automated. Also note that pirate resources may add malicious software to the archive. Use only a proven resource.
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