Supported games & programs
EveryRig™ knows 317 popular games and creative programs. Each one starts on a researched tune: the right stage for what usually holds it back (graphics card or CPU), its anti-cheat rules, VR and upscaler support. Any other game still gets a tune — these just start on the best one.
- Pre-tuned. Scan games sorts what it finds into Games and Programs, and every title on this list starts on its own stage — no guessing. Game installed somewhere unusual? Add its folder to the scan.
- Kept up to date. The list grows and gets corrected over time. Your app picks up the new database with its normal update check — no new download, and stages you picked yourself stay as they are.
- Refined for your PC. Play a few sessions, then ask Claude (free) for help with your exact rig, tune and in-game settings (see below).
Game database version 4 · 2026-10-03 · 75 with VR · 33 creative programs
Flight, space & driving sims (73)
VR missions need a strong GPU; 60 fps cap on the flat-screen game.
In VR: VR missions are GPU-bound and want every frame; use the community VR patch for PC headsets.
Gaijin VR title (same exe name as War Thunder).
In VR: Heavy on the GPU in VR; steady clocks beat peak clocks. Lower anti-aliasing if you see reprojection.
GPU-heavy but well optimised; VR runs well on a strong GPU.
In VR: GPU-bound but well optimised in VR; steady cool clocks keep it smooth at high resolution on a strong GPU.
Weather, traffic and map mods (mod folder / Workshop) add CPU load.
In VR: VR is often CPU-limited; keep CPU boost high, lower mirror and shadow detail, and use OpenXR.
Content Manager + Custom Shaders Patch are common; CSP weather/lighting costs GPU.
In VR: VR depends on a fast CPU core; Custom Shaders Patch weather and lighting add GPU load, so cut those first if frames drop.
In VR: Players find ACC VR CPU-limited even with a strong GPU, especially on full grids. Keep supersampling around 100-200%.
In VR: Updates have made VR smoother and mostly GPU-driven. Use the pixel density slider and foveated rendering to hold 90 fps.
Unreal Engine 5 rally sim; physics and open stages both load the CPU.
In VR: Big grids and rain are tough on the CPU in VR. Tune resolution and shadows for a locked frame rate rather than peak detail.
Soft-body physics is CPU-heavy; more vehicles = more CPU.
In VR: Soft-body physics makes VR CPU-bound; fewer vehicles and lower physics load keep frame rate up.
MSAA is very expensive in VR; mods live in Saved Games\DCS\Mods.
In VR: VR is mostly limited by one fast CPU core; a strong GPU helps too. Keep MSAA modest and use DLSS or a lower pixel density.
Unity game with a native VR mode; physics-heavy trains are CPU-bound.
In VR: Physics-heavy trains cause choppy VR when CPU-limited; keep the CPU at full boost and shorten trains.
Valve Anti-Cheat only; GPU and CPU tune is fine.
In VR: VR is GPU-heavy here; steady clocks beat peak clocks. Keep supersampling modest and use the VR settings guide.
EA Javelin anti-cheat blocks tuning tools.
In VR: EA Javelin anti-cheat blocks tuning tools, so EveryRig™ changes nothing in VR. Lower in-game settings if frames drop.
In VR: GPU-heavy in VR, worst in stations and on planet surfaces (Odyssey). Steady clocks help; trim supersampling there first.
Weather, traffic and map mods (mod folder / Workshop) add CPU load.
In VR: VR is often CPU-limited; keep CPU boost high, lower mirror and shadow detail, and use OpenXR.
Big fleet fights are CPU and server limited, not GPU limited.
Unreal Engine 5; GPU-heavy at high settings.
Saber terrain deformation is CPU-heavy; visuals are GPU-demanding too.
Uses EA Javelin anti-cheat; full grids with ray tracing are GPU-heavy.
EA Javelin kernel anti-cheat — EveryRig™ leaves this game alone.
In VR: EA anti-cheat game: EveryRig™ stays hands-off. In VR use the in-game VR tips and keep headset refresh steady.
In VR: Old DX11 engine that leans on one CPU core in VR; hold full CPU boost and keep cockpit and terrain detail sensible.
Large maps with many vehicles are CPU-bound.
In VR: Big maps and many vehicles load the CPU; keep the CPU at full boost and lower view distance in VR.
Large maps with many vehicles and fields are CPU-bound.
Runs well on modern GPUs; same exe for Steam and Microsoft Store builds.
In VR: VR is often limited by CPU speed in busy missions; GPU use can look low. Keep ground and object detail down in big battles.
iRacing anti-cheat (Easy Anti-Cheat) since 2024.
In VR: Full grids and night races lean on the CPU in VR; keep full CPU boost and trim car and shadow detail if you drop frames.
Light old engine; easily CPU limited at high frame rates.
Large ship builds are CPU-bound (single-thread physics).
Heavy on both CPU and GPU; large craft are CPU-bound.
Easy Anti-Cheat for online races — graphics card / CPU tune only.
In VR: VR was not officially supported in early builds; if you use it, expect CPU load on big grids and keep graphics settings moderate.
Main thread is usually the limit in VR. Community folder holds add-ons.
In VR: Main thread limits VR; lower terrain LOD and use DLSS. Dropping the headset to 72-80 Hz often steadies frame timing.
Main thread is usually the limit in VR; terrain LOD and traffic cost CPU. Community folder holds add-ons.
In VR: Terrain and object LOD hit the CPU; cloud quality and render scale hit the GPU. Lock 45 fps with reprojection on a 90 Hz headset.
Old 32-bit engine; single-thread CPU limited, scenery sliders matter most.
Uses Easy Anti-Cheat; full-grid races stress both CPU and GPU.
Physics-heavy motocross sim; runs best with a CPU-first tune.
In VR: VR frame rate is limited by CPU physics, so keep CPU boost high. Raising resolution costs little GPU.
DX11 open-world racer; Denuvo is DRM, not an anti-cheat.
EA Javelin anti-cheat; open-world streaming can be CPU-limited.
In VR: VR stutters on planet surfaces and in busy bases; steady GPU clocks help. Use DLSS and lower terrain detail before resolution.
Unity combat flight game; big multiplayer battles lean on the CPU.
Big busy parks are CPU-bound.
Large zoos with many guests and animals are CPU-bound.
In VR: VR is usually CPU-limited, especially with add-on scenery and AI traffic. Cut autogen and traffic before cutting resolution.
EAC only guards online play; graphics card and CPU tune only.
In VR: VR is demanding on the GPU, especially with big grids; steady clocks help. Cut AI count and shadows before resolution.
Unreal Engine 4 game; UEVR works for VR.
In VR: UEVR mod can tank frame rate in busy scenes; steady GPU clocks and a lower resolution scale help.
In VR: VR is CPU-limited with many cars; lower opponent count and shadow quality for a steady frame rate.
In VR: Older engine with heavy CPU use in VR on big grids. Lower opponent count and shadow detail before dropping resolution.
Old DX9 game; the RSF/SSE builds are what people run today.
In VR: Old DX9 engine leans on one fast CPU core; keep CPU boost high. Use the RSF build for VR.
Uses Easy Anti-Cheat for online play; Unreal Engine bike racer.
Competitive PvP with Easy Anti-Cheat; very light on the GPU.
2005 DX9 sim: light on modern hardware; GWX and other mod packs are common.
Mud and cargo physics are CPU-bound; GPU has headroom.
Large grids and voxel physics are CPU-bound.
Early access; large builds are CPU-bound.
Easy Anti-Cheat; PvP fleet battles, so no tuning changes.
In VR: Easy Anti-Cheat game: EveryRig™ stays hands-off, so tune VR render scale in the game and SteamVR instead.
Very light game; heavy mod lists mainly raise CPU and RAM use.
Uses SARD anti-cheat; always-online open world, UE5 so CPU and GPU both matter.
Always-online with Easy Anti-Cheat; busy open world leans on the CPU.
Unreal Engine 5 night-city racer; GPU-bound at high settings.
In VR: VR comes from the UEVR mod and Unreal Engine 5 is very heavy in two eyes; steady clocks and a lower render scale help.
Unreal Engine; large routes and draw distance are CPU-bound.
Old single-thread engine; CPU limited on busy routes.
VR-only Unity game; large missions get CPU-limited.
In VR: Big missions with many AI units get CPU-limited, so keep the CPU at full boost and trim unit counts.
Soft-body crash physics are CPU-heavy in big pile-ups.
Plugins in Resources\plugins. X-Plane 11 uses the same program name and gets this tune too.
In VR: Busy scenery and add-on aircraft load the CPU hard in VR; aim for 45 fps with a 90 Hz headset and keep the world objects low.
Late-game universe simulation is CPU-bound.
VR (24)
Unreal Engine VR; GPU-bound at high render resolution.
In VR: GPU-heavy at high render resolution; steady clocks avoid power-limit dips and reprojection.
In VR: Very light on the PC; it holds 90 to 120 Hz easily, so no heavy tune is needed.
Physics-heavy; large enemy counts are CPU-bound, so supersampling is the main GPU lever.
In VR: Big fights are CPU physics-bound; keep CPU boost high and use supersampling as the GPU lever.
Unity physics VR game; CPU frame time limits crowded scenes.
In VR: Built to run on standalone headsets, so it is easy on a high-end PC; crowded scenes are CPU-limited.
Physics-driven Unity game; stable CPU frame times matter more than raw GPU power.
In VR: Light on the GPU in VR; physics wants steady CPU frame times, so a small tune is enough.
Competitive PvP VR shooter; assumed Easy Anti-Cheat, so the app changes nothing.
In VR: Competitive VR shooter with anti-cheat, so EveryRig™ changes nothing. Use in-game graphics options instead.
In VR: GPU-heavy in VR, especially downtown Boston; steady clocks help, and lower god rays to hold frame rate.
Lightweight Unity game built for standalone headsets; easy on a high-end PC.
In VR: Made for standalone headsets, so a PC runs it easily; a small tune is plenty to hold high refresh.
In VR: Dense jungle is GPU-heavy; steady clocks beat peak clocks, so keep the GPU cool and avoid power dips.
In VR: Very well optimised but GPU-bound at high supersampling; steady clocks keep frames locked at 90 to 120 Hz.
Unity VR sandbox; heavy scenes with many physics objects are CPU-bound.
In VR: Scenes with many physics objects are CPU-bound; keep CPU boost high. Lower physics object counts if frames drop.
Unreal Engine 4 VR; open zones are GPU-heavy at high render resolution.
In VR: Open zones are GPU-bound at high render resolution; steady clocks matter. DLSS or TAU helps hold frame rate.
Unreal Engine 5 VR in early access; very GPU-demanding at high render scale.
In VR: Unreal Engine 5 early access is very GPU-demanding in VR; use DLSS and steady clocks over high render scale.
Scenic water scenes are GPU-heavy at high render resolution.
In VR: Water scenes are demanding even on an RTX 3080; keep render resolution moderate and clocks steady.
VR-only Unreal Engine 5 game; very GPU-heavy at high render resolution.
In VR: Very GPU-heavy Unreal Engine 5 VR game with some stutter; steady clocks beat peak clocks.
Competitive VR shooter using Easy Anti-Cheat; the app changes nothing.
In VR: Easy Anti-Cheat game, so EveryRig™ changes nothing. Use in-game graphics options to tune performance.
Light Unity rhythm shooter; stable frame times matter more than raw power.
In VR: Light rhythm shooter that holds high refresh easily; steady frame times matter more than power.
PvP VR battle royale; assumed Easy Anti-Cheat, so the app changes nothing.
In VR: Anti-cheat game, so EveryRig™ changes nothing; use the headset's own render resolution to balance quality.
Social/casual game with EAC; light on hardware, mostly CPU-limited in busy rooms.
In VR: Light game that easily holds frame rate on a high-end PC; busy rooms are CPU-limited.
Mod lists (MO2/Vortex) and ENB/ReShade change performance a lot.
In VR: Old engine is CPU-bound in VR, worse with mods; hold the CPU at full boost and watch the mod load.
Light Unity rhythm game; easy to run at high supersampling.
In VR: Light rhythm game; easy to run at high supersampling on a strong GPU.
Light Unity boxing game; easy on a high-end PC.
In VR: Light boxing game; a high-end PC holds full refresh with room to spare.
Unreal Engine 4 VR; GPU-bound at high render resolution.
In VR: GPU-bound at high render resolution; extra GPU clocks help hold frame rate, and NVIDIA VRSS is supported.
Busy public worlds are CPU- and VRAM-bound; avatar count matters more than GPU clocks.
In VR: Busy worlds are limited by CPU and VRAM, not GPU clocks; use avatar performance limits to keep frames up.
Shooters & military (56)
Extraction PvPvE with EAC; tuning is left untouched.
Extraction shooter with Tencent Anti-Cheat Expert (ACE).
UE4 game; the launcher AtomicHeart.exe is not the running process.
EA anti-cheat plus FairFight; the app changes nothing.
EA Javelin anti-cheat; the app changes nothing.
PunkBuster and FairFight (server-side); old engine is CPU-bound in 64-player Conquest.
EA Javelin anti-cheat; needs Secure Boot.
EA anti-cheat plus FairFight; the app changes nothing.
DX12 mode is usually smoother on modern GPUs.
Unreal Engine 5, very demanding; also heavy on CPU in big fights.
Black Ops 7 needs TPM 2.0 and Secure Boot.
High-fps esports: CPU and memory speed matter most.
Heavy swarms and terrain deformation load the CPU.
Competitive PvP/extraction shooter with Tencent Anti-Cheat Expert (ACE).
Free-to-play PvP squad shooter; tuning is skipped because of BattlEye/EAC.
PvEvP extraction shooter with Easy Anti-Cheat; heavy on CPU and VRAM.
In VR: Easy Anti-Cheat game, so EveryRig™ changes nothing. VR mods are unofficial and may risk your account.
Co-op/PvE tactical shooter on Unreal Engine 5; no kernel anti-cheat expected.
Competitive PvP with EAC; tuning is left untouched.
EAC-protected PvP; mcclauncher is only the launcher.
Competitive 100-player PvP with Easy Anti-Cheat.
CryEngine, EAC extraction PvPvE; heavily CPU-bound.
PvP-focused tactical shooter with Easy Anti-Cheat (launched via InsurgencyEAC).
Old Source engine; CPU-bound, trivial GPU load.
Enhanced Edition requires ray tracing and is very GPU-bound.
32-bit game; CPU-bound in large heists.
Unreal Engine 4 co-op heist shooter; Denuvo was removed.
Mostly PvE co-op tactical shooter; no kernel anti-cheat found.
In VR: VR runs through the UEVR mod; busy levels with many AI hit the CPU hard, so keep boost high and render scale moderate.
Unreal Engine 5 with no native raytracing toggle; very GPU-heavy.
In VR: UEVR mod on a very GPU-heavy Unreal Engine 5 game; lower render resolution and keep clocks steady.
SeaOfThieves.exe is a launcher; SoTGame is the real process.
Competitive PvP with RedKard anti-cheat; exe name unverified.
Large 100-player PvP matches; Easy Anti-Cheat plus VAC.
Old Source engine; limited by single-thread CPU speed.
Server-side FairFight only; Source-engine game, CPU-bound.
Same exe name as Aces of Thunder.
In VR: VR is CPU-hungry in big battles; keep top CPU cores at full boost and consider core-affinity tweaks.
PvE co-op with custom anti-cheat; busy missions are CPU-bound.
Co-op PvE; launcher.exe is only the launcher.
Big horde fights stress the CPU; EAC applies to online modes.
Co-op PvE; DX12 build runs from binaries_dx12.
Wargaming custom anti-cheat, no kernel driver; heavily single-thread CPU-bound.
Wargaming custom anti-cheat; the 64-bit client is WorldOfWarships64.
Action, RPG & open world (75)
Launcher start_protected_game runs EAC; the game process is armoredcore6.
Very GPU-heavy with ray-traced GI.
Very GPU-heavy at 1440p/4K; DX11 only.
Snowdrop engine; very heavy GPU load, especially at Unobtainium settings.
UE5 game; GPU-heavy at high settings and 4K.
In VR: UEVR renders each frame twice, so it is very GPU-heavy; use a lower resolution scale and steady clocks.
UE5 game; the Expedition33_Steam.exe launcher is not the running process.
In VR: UEVR on a GPU-heavy Unreal Engine 5 game; lower render resolution and keep clocks steady.
Ray tracing makes this very GPU-heavy; DX12 build is needed for RT and DLSS.
Path tracing is the heaviest GPU load in gaming; mods via CET/REDmod.
Capped at 60 fps; Easy Anti-Cheat protects online play.
Asymmetric multiplayer with EAC; not frame-rate critical.
Light load on a high-end PC; frame cap and 4K scaling matter more than clocks.
Turn-based and light on GPU; Definitive Edition adds Vulkan.
Cities are heavily CPU-bound; ray tracing adds more CPU load.
Dense city traversal is CPU-heavy; ray tracing adds big GPU load.
Same engine family as Dying Light 2; CPU and GPU both matter.
60 fps cap by design; EAC only online.
Old engine; frame rate and physics are tied to the CPU and refresh rate.
Online co-op survival with Bethesda's custom anti-cheat; CPU-bound in busy areas.
Old single-threaded DX9 engine: CPU single-core speed matters; mods via NVSE / Mod Organizer are common.
Needs a lot of VRAM; Unreal Engine 4.
HoYoverse anti-cheat driver is active; only light GPU and CPU tuning.
PSN account is optional for the single-player campaign.
BattlEye in GTA Online.
BattlEye in GTA Online.
Old DX9 engine; heavy-effect fights are CPU/single-thread bound.
Big crowd maps (Dubai, Miami, Dartmoor) lean on the CPU. PC VR (HITMAN 3 VR Reloaded) runs as the same program.
In VR: Crowded maps lean on the CPU in VR; full CPU boost helps, and a high-end rig runs it well.
In VR: UEVR mod makes it GPU-heavy, with CPU spikes in towns; steady clocks and a lower resolution scale help.
2D Unity game; very light on the GPU.
Turn-based and light on hardware; HoYoverse anti-cheat driver is active.
Heavy on VRAM at high texture settings.
Ray tracing is always on; needs plenty of VRAM.
Light Unity game; modest GPU load.
In VR: Light Unity game with the LCVR mod; it holds frame rate easily on a strong PC.
UE5 game; GPU-heavy at high settings.
Heavy CPU and VRAM use with ray tracing in the city.
Ray tracing in the city is CPU-heavy.
Very CPU- and VRAM-hungry.
DX11 only; CPU-heavy in the hub and large monster fights.
Battle royale with NetEase NEAC Protect; tuning is left untouched.
Path of Exile 1 uses the same program names and gets this tune too.
Unity co-op; runs a basic anti-cheat plugin; VR mode is official.
In VR: Heavy on one CPU core in VR even when total CPU use looks low; full CPU boost helps.
Ray tracing and high texture settings can exceed 8 GB VRAM.
In VR: REFramework VR is GPU-heavy; skip ray tracing, watch VRAM, and keep clocks steady.
In VR: REFramework VR mod is GPU-heavy; steady clocks and a moderate render resolution work best.
Capped at 60 fps; modest GPU load.
Unreal Engine 5 with Lumen; stutters, so a fast CPU helps.
Two-player split-screen co-op; keep frame rate steady rather than maxed.
Known to be CPU-bound with traversal stutter; GPU often waits on CPU.
Snowdrop engine; very GPU-heavy with ray tracing.
Cities and busy areas are CPU-bound.
UE5 build is CPU-heavy in the open world; shader stutter is common.
In VR: UEVR on an Unreal Engine 5 open world; the CPU limits frames outdoors, so keep full boost.
Mod-heavy setups are CPU-bound.
VRAM-hungry at Ultra textures.
UE5 game; heavy GPU load with ray-traced lighting.
Next-gen DX12 mode with ray tracing is CPU-heavy in towns.
UE-based action game with Tencent ACE anti-cheat; GPU-bound at high settings.
Strategy, building & survival (38)
Voxel world and zombie hordes are CPU-bound; launcher 7dLauncher is separate.
Large late-game battles lean on the CPU.
Dense Roman cities load both CPU and GPU.
Large islands and many trade routes are CPU-bound.
Unreal Engine 5 with very heavy GPU and VRAM load; BattlEye is used on servers.
Big cities and asset mods are CPU and RAM bound.
Large cities are CPU-bound.
Unreal Engine 4; large bases and many NPCs add CPU load.
Late-game simulation is CPU-bound; launcher is dowser.
Large factories are CPU-bound; GPU use is modest.
Voxel terrain and base building load both CPU and GPU; dedicated server is enshrouded_server.
Single-thread CPU-bound simulation; GPU use is low.
Late-game bases are limited by single-thread speed and RAM latency (UPS).
Unreal Engine 5 early-access title; GPU-bound at high settings.
Late-game war simulation is single-thread CPU-bound.
NetEase anti-cheat (NEAC) is used; PvE and PvP servers exist.
Simulation-heavy; late-game colonies are CPU-bound.
Large colonies and mods are single-thread CPU-bound.
Late-game turn times are CPU-bound; DX12 build is a separate exe.
Late-game turn times are CPU-bound; GPU load is moderate.
Dense forest and caves are very GPU and VRAM heavy; Unity engine.
Single-thread CPU-bound; uses Blizzard Warden, so avoid overlays/hooks.
Late-game galaxies are CPU-bound; GPU barely matters.
Unity engine; open ocean scenes are GPU-heavy and it has an official VR mode.
In VR: Official VR is GPU-heavy in open ocean and can feel choppy; steady clocks and moderate render resolution help.
Large battles are CPU-bound; campaign turn times also lean on CPU.
Unity engine; large castles and many entities are CPU-limited.
Big bases and many pieces are heavily CPU-bound.
In VR: VHVR mod is CPU-bound in big bases; full CPU boost helps more than GPU power.
Online, MMO & sports (18)
City crowds and sieges are CPU-bound; XIGNCODE3 is active.
EA Javelin anti-cheat; the app changes nothing.
Match engine and database load are CPU-bound; GPU is mostly idle.
World bosses and metas are heavily CPU-bound; mostly single-thread limited.
Large raids and crowded hubs can hit the CPU; Easy Anti-Cheat is active.
EA Javelin anti-cheat; the app changes nothing.
Easy Anti-Cheat; the app changes nothing.
In VR: Light VR load that depends on the experience; a small tune is plenty, the headset link is usually the limit.
Competitive MOBA with EAC; tuning is left untouched.
Easy Anti-Cheat on online modes; the app changes nothing.
Crowded zones and trials are CPU-bound; the zosSteamStarter launcher is not the game.
Large guild battles stress the CPU; Easy Anti-Cheat is active.
Creative programs (33)
Audio dropouts come from latency spikes, not clocks: high-performance power plan, USB power saving off, quiet background.
Long renders: stability and temperature over peak speed — no overclock.
GPU accelerates develop and AI Denoise; import and previews use the CPU.
Long sustained encodes: NVENC and GPU effects plus CPU; undervolt helps heat.
Filters and many tools use the GPU; most editing is single-thread CPU bound.
Long renders: stability and temperature over peak speed — no overclock.
Baking and Iray rendering run on the GPU; VRAM use rises with texture resolution.
Mostly single-thread CPU bound; GPU helps 3D visual styles only.
Viewport and modifiers are single-thread; Arnold/V-Ray CPU renders are all-core and sustained.
Viewport is GPU/single-thread bound; Arnold CPU render uses all cores, GPU render uses the GPU.
Audio dropouts come from latency spikes, not clocks: high-performance power plan, USB power saving off, quiet background.
Audio engine is CPU/latency bound; keep stock to avoid DPC spikes and dropouts.
Long, heavy loads: cooler and stable beats a few percent of speed.
Long renders: stability and temperature over peak speed — no overclock.
Long renders: stability and temperature over peak speed — no overclock.
Audio dropouts come from latency spikes, not clocks: high-performance power plan, USB power saving off, quiet background.
Software encoding loads every CPU core for a long time: cooler and stable beats a few percent of speed.
MLT/FFmpeg rendering is mostly CPU; GPU encode only if a hardware encoder is picked.
Local LLM inference is VRAM and GPU bound; undervolt keeps sustained load cool.
Redshift renders on GPU; Standard/Physical renderers use all CPU cores.
The GPU's video encoder does the work: keep the graphics card stable; avoid starving the game or the encoder.
Audio dropouts come from latency spikes, not clocks: high-performance power plan, USB power saving off, quiet background.
Audio dropouts come from latency spikes, not clocks: high-performance power plan, USB power saving off, quiet background.
Sims are CPU-heavy; Karma XPU and viewport use the GPU.
Rebuilds are single-thread CPU bound; Visualize rendering uses the GPU.
Audio dropouts come from latency spikes, not clocks: high-performance power plan, USB power saving off, quiet background.
The GPU's video encoder does the work: keep the graphics card stable; avoid starving the game or the encoder.
AI upscaling runs on the graphics card for hours: keep it cool and stable — no overclock.
Editor and lightmap baking lean on CPU; GPU lightmapper and Play mode use the GPU.
Long, heavy loads: cooler and stable beats a few percent of speed.
Long renders: stability and temperature over peak speed — no overclock.
Export uses NVENC hardware encode; timeline preview is CPU and GPU mixed.
Sculpting is mostly CPU and RAM bound; GPU is used little.
Missing one you play? Request a game — or use the one-line request in the app's Scan games window. Starting stages are a researched starting point for a typical PC; your own stage choice always wins.
What the stages do
Every game has two stages: one for the monitor and one for VR. While the game runs, EveryRig™ sees when a headset session starts (SteamVR, Meta Quest Link / Air Link, Virtual Desktop, Varjo, Windows Mixed Reality) and switches to the VR stage by itself — the Monitor / VR switch on the dashboard shows and sets either one, and the line next to it reads “Monitor stage” or “VR stage (headset on)”. Pimax Play players pick VR once per game and it is remembered.
The setup wizard sizes every stage for your exact graphics card and CPU, at the level you choose: cautious, balanced or performance. Each game keeps its own stage and gets it the moment it starts; the PC goes back to stock when the game closes. CPU tuning needs an unlocked Intel CPU and Intel XTU (a locked CPU gets power limits only).
auto Recommended
EveryRig™ picks the stage: the game's researched starting tune from the database. After the first real session (10 minutes or more) it adjusts once — to undervolt if the graphics card ran hot, or to sim if the game was clearly CPU-bound. It never raises an overclock by itself. One click on auto puts any game back on its recommended tune.
stock Factory
No changes — factory clocks, voltage and power on the graphics card and CPU. Used for audio work, where steady timing matters more than speed.
mild Most games
A small, almost always stable graphics card tune, plus a small CPU undervolt: same clocks, less heat.
sim CPU-heavy sims
The mild graphics card tune, with the CPU held at full boost and undervolted so the fastest cores keep their top clocks. For flight, racing and truck sims, where busy airports, grids and cities load the CPU most.
strong GPU-heavy games
A typical overclock for your card family, plus the CPU's maximum stock boost. Test it for a week before you trust it.
undervolt Cool & quiet
Same or slightly lower clocks at less voltage: cooler, quieter and fewer power-limit dips, with a cooler CPU setting. Best for long VR sessions, video editing and long renders.
max-oc Hottest
The strong graphics card tune plus the CPU's overclock preset (one step higher on every core where that's safe — never on Intel 13th / 14th gen). The hottest and loudest stage — test it first.
hands-off Strict anti-cheat
EveryRig™ changes nothing at all for the game — no overclock, power plan, priority, frame measuring or RAM clean-up. It only watches temperatures.
custom Your numbers
Your own clock offsets for that game, set in Edit profiles.
Tune types (from the game's anti-cheat)
Full tune
The game's stage, plus game priority, freeing RAM, closing the Windows background apps you ticked (never the game) and the mod check.
GPU + CPU tune only
Online games with anti-cheat: only the graphics card and CPU settings change. EveryRig™ never opens the game's process, keeps normal priority and leaves RAM and other apps alone.
Hands-off
Games with strict kernel anti-cheat: nothing changes while the game runs. You can still pick a stage yourself — at your own risk with that game's rules.
Refine it with Claude (free)
The starting tune is the same for everyone with your stage sizes. Claude makes it yours: it reads what actually held each game back on your PC and tells you exactly what to change — in EveryRig™ and in the game's own settings.
- Play a few sessions on the stage EveryRig™ picked. Each session of 2 minutes or more writes a report: frame rate, 1% lows, temperatures and what held the game back.
- Click "Help from Claude" in the app's sidebar. It saves one zip on your desktop: hardware scan, PC check, your profiles, session reports and each game's own settings files. The app sends nothing anywhere — you decide what to upload.
- Go to claude.ai (the free plan works), attach the zip and say what you want: "MSFS stutters in VR", "can I push the GPU further?", "best settings for my rig".
- Apply one change at a time. Claude names the exact in-game settings to change and gives you any profile edits (Edit profiles → paste → save → Reload). Play a few sessions before the next step.
What you can ask Claude (free)
- Stutter or low fps in a game — which stage and in-game settings to change
- Crashes or driver resets — what to back off
- Running hot or loud — a cooler stage or fan setting
- More performance — whether your GPU / CPU can safely go further
- VR and sims — best settings for Quest, Virtual Desktop and SteamVR
- Your reports — the PC check and session reports, in plain words