Making systems faster with fast software
stoic.

the right path towards perfection.

01
Minimal

No excess weight.
Only what serves purpose.

02
Precise

Engineered to spec.
Measured, not assumed.

03
Resilient

Runs quietly.
Fails gracefully. Always.

stoic. optimizer.
In development

Windows carries decades of legacy weight.
stoic.™ optimizer strips it to the metal — removing telemetry, silencing background churn, and tuning the OS scheduler, memory manager, and I/O stack for one purpose:
raw, uncompromised performance.

Lightweight by design. Reversible by default.
No bloat. No registry roulette. No account.
Just a faster machine.

◈  Kernel Tuning
Scheduler & Timer Resolution

Forces the Windows timer to 0.5ms resolution. Reweights the CPU scheduler toward foreground processes. Every frame gets the cycles it deserves — no waiting behind background services.

Sets HPET or TSC as clock source via bcdedit. Applies MMCSS overrides to allocate maximum CPU slices to the active game process. Forces interrupt affinity to isolated cores where available. Compatible with Windows 10 1903+ and all Windows 11 builds.

◈  Memory
RAM & Pagefile Optimization

Disables memory compression where harmful, tunes the standby list, and configures pagefile behaviour to eliminate stutter caused by Windows second-guessing your RAM usage.

Tunes LargeSystemCache, IoPageLockLimit, and NonPagedPoolSize registry keys. Disables SysMain's standby list pre-population on systems with 16GB+ RAM. Sets pagefile to a fixed size (RAM × 1.5) to prevent runtime resizing stutter spikes. Preserves crash dump capability.

◈  Network Stack
Latency-First Networking

Disables Nagle's algorithm, fine-tunes TCP auto-tuning, configures DSCP QoS tagging, and strips interrupt coalescing from your NIC. The OS gets out of your packets' way.

Sets TcpAckFrequency=1, TCPNoDelay=1. Configures NetworkThrottlingIndex=0xFFFFFFFF. Applies DSCP EF (46) marking to game traffic via QoS policy. Disables RSS interrupt coalescing at the NDIS layer — no VPN or connectivity disruption.

◈  Telemetry
Silent & Clean Background

Disables DiagTrack, SysMain, Windows Update delivery optimisation, and all background telemetry pipelines. Your CPU stops working for Microsoft and starts working for you.

Removes 47 default telemetry Task Scheduler entries. Disables Connected User Experiences and Telemetry service (DiagTrack) and its dependency chain. Blocks Microsoft diagnostic endpoints at the hosts file level without affecting Windows Update. Deep-clean WinRE mode planned for offline Defender removal.

◈  GPU Pipeline
Render Pipeline Tuning

Enables Hardware-Accelerated GPU Scheduling where beneficial, strips driver telemetry, and configures power state policies preventing driver-induced frame spikes.

Forces dedicated VRAM allocation policy. Disables ULPS on multi-GPU systems. Sets DX preemption granularity to triangle-level for NVIDIA and AMD. Eliminates driver-side D-state sleep transitions. Strips GPU driver telemetry processes from startup.

◈  Restore
Fully Reversible

Every change is logged and reversible in one click. stoic.™ optimizer never modifies what it cannot restore. Your system, your rules — always.

Creates a system restore point before any operation. All changes written to a signed JSON manifest. Individual change rollback or full one-click restoration available at any time. No change is applied without a recorded inverse operation.

0.5ms
Timer resolution target
<2MB
Application footprint
0
Background processes at idle
100%
Changes reversible
stoic. pulse.
In development

Black Frame Insertion has existed for years — but always at the cost of VRR or OLED compatibility.

stoic.™ pulse breaks that tradeoff. A software suite that synchronises BFI strobing with your panel's variable refresh pipeline, delivering perceived motion clarity equivalent to 1000Hz or beyond — on the display you already own.

OLED. QD-OLED. IPS. TN. VA.
No account. No subscription.
If it refreshes, pulse can enhance it.

◈  Core Technology
VRR-Synchronised BFI

Traditional BFI breaks at variable refresh rates. pulse calculates the exact strobe window per rendered frame and injects black frames in sync with the VRR signal — eliminating the historical incompatibility entirely.

Monitors VRR signal via DXGI output statistics API. Injects black frames by issuing early present commands synchronised to the display's blanking interval. Operates at the DXGI flip model layer — requires DirectX 11+ or system-level D3D hook. G-Sync and FreeSync compatible.

◈  Panel Support
OLED & QD-OLED Native

OLED panels have near-instantaneous pixel response but suffer from sample-and-hold blur. pulse exploits this by strobing at sub-millisecond precision, extracting motion clarity the hardware is capable of but never exposed.

OLED sub-0.1ms pixel response means each frame is rendered instantly then held for the full refresh duration. pulse cuts hold time to 30–50% of the frame interval, reducing perceived motion blur without the traditional 50% brightness penalty — recovered by adaptive compensation.

◈  Perception
Perceived Motion Beyond Panel Hz

At 240Hz with pulse active, perceived motion clarity exceeds 1000Hz equivalence on optimal hardware. The effect scales with panel response time, PC frame output, and strobe duty cycle — configurable per system.

At 240Hz + BFI, effective sample-and-hold exposure drops from 4.16ms to ~1.5ms — mapping to approximately 660Hz blur-equivalence on standard LCD. On OLED with sub-0.1ms response, effect amplifies to 1000Hz+ equivalence. Effect magnitude is panel-physics bounded, not software limited.

◈  Profiles
Per-Application Profiles

Competitive shooters, simracing, film — each context demands different motion clarity. pulse lets you define strobe intensity, duty cycle, and brightness compensation per application with auto-switch on launch.

Profiles stored as signed JSON. Each specifies strobe duty cycle (10–90%), brightness compensation curve, and VRR floor. Auto-switch triggered by process name via WMI process creation event subscription. Profile transitions are sub-frame — zero visible flash during switch.

◈  Brightness
Adaptive Brightness Compensation

BFI reduces perceived brightness. pulse measures your panel's response curve and applies per-frame brightness correction, recovering lost luminance while maintaining strobing precision.

Uses GPU pixel shader injection to multiply frame brightness by the inverse of the active strobe duty cycle. A 50% duty cycle at 240Hz receives a 2× brightness pass. HDR-aware with full tone-mapping curve preservation. Panel response profiling runs at install — no manual calibration required.

◈  Latency
Zero Added Input Latency

pulse operates at the display output layer, not the render pipeline. Strobe injection adds zero frames to your input-to-photon pipeline. Your mouse still hits at the same instant — you just see it more clearly.

Black frame injection occurs during the display blanking period — the interval when no pixels are being written to the panel. Input sampling, GPU rendering, and frame delivery are completely unmodified. The strobe is a display-layer event, invisible to the game engine and input stack.

1000+
Perceived Hz equivalent
0ms
Added input latency
VRR range compatibility
TN, VA,
IPS, OLED
Panel types supported

Six dimensions.
One philosophy.

Each concept targets a different layer of your system. All share the same stoic.™ principle: no compromise, no noise, no account required. These are not promises — they are directions.

04
prelude.
UEFI / Pre-boot optimization

Optimises your system before Windows even loads. Configures UEFI memory training, disables unused firmware subsystems, and reduces boot-to-desktop time by stripping pre-OS overhead at the firmware level.

Concept
05
echo.
Silicon biometric profiling

Profiles your specific CPU die — not your chip model, your physical chip. Maps core-to-core variance, thermal behaviour, and boost binning to build a per-silicon optimisation profile unique to your hardware.

Concept
06
signal.
HID output latency reduction

Reduces input-to-photon latency at the HID driver layer. Designed for sim racing, fighting games, and competitive FPS — where the gap between input and response is measured in milliseconds that matter.

Concept
07
void.
Type-1 hypervisor gaming layer

A thin Type-1 hypervisor that runs Windows inside a near-bare-metal VM partition, eliminating OS scheduling interference from the game's critical path and delivering hardware access with minimal virtualisation overhead.

Research
08
rhythm.
Psychophysical display calibration

Calibrates the entire display pipeline to your individual visual neurology — not population averages. Maps your personal flicker fusion threshold, motion sensitivity, and colour perception to build a display profile no preset can replicate.

Research
09
fabric.
Distributed local compute mesh

Zero-configuration mesh that distributes game workloads across all idle devices you own on the same network. Offloads physics, AI, and background simulation to your laptop, secondary PC, or NAS — transparently.

Research