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AdamYang
AdamYang

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Gaming Utility Center v1.2.2: a Windows gaming companion update

I'm Adam, the developer of Gaming Utility Center (GUC). v1.2.2.0 is now available on Microsoft Store. I've completed a fresh Store download and hands-on feature verification.

The v1.2 series adds and improves:

  • Game Bar HUD integration
  • FPS, Average FPS and 1% Low monitoring
  • Game session tracking and performance reports
  • Game Space and screenshot management
  • Stability, UI and startup experience
  • English, Traditional Chinese and Simplified Chinese support

Here's a real demo of the app:

Temperature readings depend on available hardware sensors; some sensors may not be readable.

Download GUC on Microsoft Store

More Windows apps by AdamYang

All my paid apps include a 7-day free trial. I aim to improve and upgrade one product each month.

I'd love feedback from Windows developers and PC gamers: which part of tracking a game session would you want to simplify?

Top comments (2)

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launchgatecheck profile image
Launch Gate •

For session reports, I'd prioritize making interrupted measurement visible: start a game, collect samples, put the PC to sleep, resume, then close the game. Repeat with the monitoring process restarted while the game stays open.

Does the report distinguish active play from the sleep interval and missing samples, rather than treating the gap as zero FPS or quietly presenting a complete session? Showing the measured interval/sample count beside Average FPS and 1% Low would help compare two sessions without confusing recording coverage with performance. I haven't run GUC; this is a suggested session-tracking fixture based on the monitoring/report features in the post.

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adamyang profile image
AdamYang •

Thanks for the detailed suggestion! That's a very useful test scenario.

GUC currently supports game-session tracking and FPS monitoring, but I haven't fully validated how session reports handle interruptions such as sleep/resume or restarting the monitoring process while a game remains open.

You're absolutely right that missing samples shouldn't be treated as zero FPS or presented as complete recording coverage.

I'll add both scenarios to the testing checklist and look into displaying valid sample counts, actual measured duration, and recording gaps alongside FPS statistics.

Really appreciate the thoughtful feedback!