EVE tools / RenderMagic
RenderMagic
Render-load control for backgrounded EVE Online clients, so a multi-client setup spends its graphics card on the window you are looking at.
At a glance
- Status
- Version 1.0 is built, code-signed and packaged. It has not been distributed publicly.
- Platform
- Windows x64. A WPF control panel (.NET 10) and a native hook component.
- For
- Players who run several EVE clients on one machine.
- Client builds
- Offset files exist for six client builds in the current package.
- Availability
- Not publicly available yet.
The problem
When you run several EVE clients, only one is in front. The others keep drawing bloom, nebula effects and thousands of glow sprites that you cannot see, and they use the graphics card for it. RenderMagic reduces that work for clients in the background and puts it back on the one you are looking at.
The levers
Each cut is applied to backgrounded clients and reverted on the focused one within about 100 milliseconds of switching to it. Each also has an “also in front” option.
| Lever | Effect |
|---|---|
| Post-processing off | Turns off tonemapping, bloom and colour grading. Geometry and textures are untouched. |
| Volumetric off | Also removes the nebula raymarch. In the author’s testing, turning off post-processing and volumetrics together made the largest difference. |
| Docked hangar model | Hides the station or structure interior while docked. Your ship stays. |
| Light sets in space | Hides light points, spotlight cones, glow planes and haze. The objects stay drawn. |
| Effect nodes and meshes | Hides billboard glow quads, particle systems and pure-effect meshes such as traffic sprites, lens flares and gate energy. Anything with a solid area is treated as hull and kept. |
| Force performance profile | Runs the renderer at the lowest performance profile for 24 render-affecting display settings, without touching your saved settings. VSync, window size, adapter, window mode, UI scale and brightness are left alone. |
| Frame keepalive | Per client. Keeps a backgrounded client rendering at full rate, for a window you want to watch. The one lever that costs GPU. |
| FSR 3x | Per client. Raises the upscaler’s divisor and rebuilds the device. It never follows focus, because each change is a hitch of seconds. |
How it reverts
A cut stays applied only while the app is running, refreshing a heartbeat, and has written the mode. Stop any of those and the client returns to stock.
- Stand down reverts every client at once.
- Closing the app reverts each client.
- A crash or a kill lets the heartbeat go stale, and the hook reverts itself within 500 milliseconds. The FSR change uses a 30-second window instead, because each revert is a device rebuild.
- Unloading the hook reverts on the client’s own main thread first.
Everything that is hidden is remembered with its previous value and restored to exactly that.
Scope and safety design
- By design it has no input hook, no log capture, and no reading of game state. It does not generate input, write game state, or use the network.
- It does not write your graphics settings or on-disk profile, so what the client reports about its own settings stays truthful.
- Every offset and class name comes from a per-client-build file. A build without a file is a loud failure that names the file it expected, and a file missing one section only disables that lever. The FSR change additionally checks the renderer module’s checksum and live bytes and refuses to write if anything disagrees.
- The performance-profile lever marks its own settings filter and checks that the original is the game’s own. If another tool already owns it, RenderMagic refuses and changes nothing.
Read this before using it
This is a client-modifying tool. RenderMagic loads a native component into the game client’s process and changes how the renderer behaves in memory. It is unofficial and has not been reviewed or approved by the game’s publisher. Whether and how tools like this are allowed is governed by the game’s own terms and policies, which can change. Check them yourself before you use it, and use it at your own risk.
Caveats
- Offsets are per client build. After a game patch, the offsets for the new build have to be added before the levers work again.
- The volumetric cut is build-dependent. The default route has measured results behind it, at the cost of a black skybox.
- Display cuts are spread over several passes so a very large grid never stalls the client, so a big grid can take a few passes to go fully quiet.
- A cut that silently matches nothing shows as zero lights or zero effects in the client list. That is the sign of a renamed class after a patch.
- It must run as the same Windows user as the clients.
Related
Independence
Exigentec’s EVE tools are independent third-party software. They are not made, endorsed or supported by CCP Games (now Fenris Creations). EVE Online, the EVE logo and all related marks and assets belong to their owner and are used here for identification only.