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M-tre Max
M-tre Max

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The original CPU was modified, and a universal software language was added, in order to enable it to play computer games.

This is a universal language for tuning FPS graphics processing devices such as mobile phones, PCs, Xbox, and consoles. It allows for simultaneous optimization of apps and games with a single tuning process. Universal Tuning Reference Display Tuning Profile (Display 1X%)
Display Type
Type A: Fixed Refresh Display
AMOLED
OLED
IPS LCD
Fixed Refresh Rate (30 / 60 / 90 / 120 / 144 / 165 Hz)

Display 1X%

Tuning Delta: -xx% / +xx%

Refresh Rate

Touch Sampling Rate

Type B: Adaptive Refresh Display

LTPO

LTPS (or similar technology)

Adaptive Refresh Rate (1–165 Hz or hardware-supported range)

Display 1X%

Tuning Delta: -xx% / +xx%

Adaptive Refresh Scaling

Touch Sampling Rate

Display Scaling Rule

Display 1X%

Workload-Adaptive

Adaptive Dynamic Scaling

Lower Limit: xx%

Upper Limit: xx%

10–100% Safety

Display Goal

Stable Frame Rate

Stable Touch Response

Stable Power Consumption

Stable Thermal Control Display (Layer 2)

Display: 1X%

Layer 1: Refresh Rate

Layer 2: Touch Sampling Rate

Tuning Delta: -xx% / +xx%

CPU (Layer 1)

CPU: 1X / 2X / 3X%

Performance Scaling

Tuning Delta: -xx% / +xx%

GPU (Layer 1)

GPU: 1X / 2X / 3X%

Graphics Scaling

Tuning Delta: -xx% / +xx%

RAM (Layer 2)

RAM: 1X / 2X / 3X%

Layer 1: Bandwidth Scaling

Layer 2: Read / Write Scaling

Tuning Delta: -xx% / +xx%

ROM (Layer 2)

ROM: 1X / 2X / 3X%

Layer 1: Bandwidth Scaling

Layer 2: Read / Write Scaling

Tuning Delta: -xx% / +xx%

NPU (Layer 1)

NPU: 1X / 2X / 3X%

AI Compute Scaling

Tuning Delta: -xx% / +xx%

Resource Allocation

Ratio: 1:1:1 / 1:1:2 / 1:2:2 / 1:2:3

Workload-Adaptive

Adaptive Bounded Control (10–100% Safety)

Control Mode: Adaptive Dynamic Scaling

Dynamic Scaling: 1X / 2X / 3X

Lower Limit: xx%

Upper Limit: xx%

Safety Envelope

Stable Performance

Thermal Stability /System Policy: Direct Deterministic Execution (No Predictive Heuristics). NPU operations must adhere strictly to Adaptive Bounded Control (10–100% Safety) without prior estimation"Universal Deterministic Hardware Tuning Framework: Single-Implementation Optimization"
Core Architecture:
Concept: Implement-Once, Universal-Application (Gaming/OS/System).
Mechanism: Direct Deterministic Execution (No Predictive Heuristics).
Control Domain: Multi-Layered Hardware Balancing (Layer 1: Input/Compute | Layer 2: Throughput/Bandwidth).
Safety Constraint: 10–100% Adaptive Bounded Control (Ensuring long-session thermal stability without forced throttling).
Technical Objective:
To eliminate system-level overhead and micro-stuttering by replacing OS-integrated predictive heuristics with a lightweight, deterministic resource-scaling formula. This framework achieves consistent performance parity across heterogeneous hardware by decoupling the tuning logic from OS-specific overhead.
This formula allows you to play PC games by modifying the best starting 3nm CPU from 2024 into a 4+4 configuration, focusing on maximizing raw power. This is then combined with this software to push PC games to their limits while maintaining the most stable performance possible. For Warzone PC, the best stability is 90 fps. For general games like CODM, this formula combined with this universally applicable software can achieve frame rates of 185, 200, and 240 fps. Stability at 185 fps is approximately 97.5%, at 200 fps approximately 95%, and at 240 fps approximately 88-85%. Note that this is a multiplier effect in terms of FPS increase. This formula can maximize FPS, but requires the modified 4+4 CPU, specifically the same CPU but with significantly increased raw power.

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