Start with nothing.
Every orb begins as an empty ring. A hairline outline that lives in the same space your work does, waiting for a signal.
Seven floating wireframe orbs for Windows. Thin themed outlines. Nothing in your way.
Illustrative. A real product screenshot lands here as soon as the closed beta opens.
THE CPU ORB
Scroll right → to watch every piece appear, then watch the same orb scale from a laptop CPU to the biggest workstation chip currently shipping.
Every orb begins as an empty ring. A hairline outline that lives in the same space your work does, waiting for a signal.
The workload arc fills clockwise with overall processor utilization. The headline in the middle is the same number, in big.
The caption identifies your CPU and the current clock. Pulled from Win32_Processor and live per-core MHz from the sensor bridge.
One tick around the perimeter for every logical processor. Each tick scales with its own core’s utilization. Sixteen ticks here: 8 physical cores with SMT.
Package temperature and instantaneous wattage in the chip beneath the headline. Both come from LibreHardwareMonitor through the elevated sensor bridge.
The renderer is hardware-agnostic. A four-core laptop CPU shows four ticks. A 96-core Threadripper PRO 9995WX with SMT shows 192. Nothing about the orb logic changes.
THE GPU ORB
Scroll right → to watch every piece appear. The same orb scales from an integrated iGPU to a 24 GB RTX 5090.
Every orb begins as an empty ring. A hairline outline that lives in the same space your work does, waiting for a signal.
The workload arc fills with the max utilization across all GPU engines. Same source Task Manager uses. The big number in the middle is that percentage.
The caption identifies your GPU and its current clock. Pulled from Win32_VideoController and live boost frequency from the sensor bridge.
Four sectors around the ring: 3D, Copy, VideoEncode, VideoDecode. Each fills with that engine’s utilization. You can see at a glance which subsystem your workload is hitting.
Inner ring shows VRAM occupied. Chip beneath the headline reports junction temperature and current VRAM percent. Comes from D3DKMTQueryAdapterInfo with LibreHardwareMonitor as fallback.
The renderer is hardware-agnostic. A laptop iGPU shows three idle engines. An RTX 5090 under full load shows four bright sectors, 24 GB VRAM nearly full, junction at thermal limit. Nothing about the orb logic changes.
THE RAM ORB
Scroll right → to watch every piece appear. From 8 GB laptop kits to 256 GB workstations.
Every orb begins as an empty ring. A hairline outline that lives in the same space your work does, waiting for a signal.
The workload arc fills with committed memory as a percentage of installed. The big number is the same value — at a glance, how full your RAM is right now.
The caption identifies your memory configuration and effective transfer rate. Pulled from Win32_PhysicalMemory and the SMBIOS table.
Twin canisters along the orb show Used GB on one side and Available GB on the other. They breathe with the workload — Used fills as you load tabs and apps, Available drains.
Chip beneath the headline shows your primary timings and current compression ratio. SMBIOS for the timings, Get-Counter for the rest.
The renderer is hardware-agnostic. An 8 GB laptop kit fills its canisters fast under a single Chrome window. A 256 GB workstation kit has room for a couple Adobe sessions and a virtual machine without breaking sweat.
THE DISK ORB
Scroll right → to watch every piece appear. The ring divides into one segment per physical drive — twelve drives, twelve arcs, each filling on its own.
Every orb begins as an empty ring. A hairline outline that lives in the same space your work does, waiting for a signal.
With a single physical drive, the ring is that drive’s active time. The headline number is the same value. One arc = one drive — that rule never breaks.
As soon as we see more than one drive, the ring divides into one segment per physical drive. Each fills independently with that drive’s active time — NOT a single accumulated workload. The headline tracks the busiest segment so you spot the noisy disk at a glance.
Each segment is its own gauge. If C is hammered and D is idle, you see one bright arc and four faint ones — not one big half-full ring. The drive letter label outside each segment tells you which disk is which.
Chip stack beneath the headline shows each drive’s current reads / writes and queue depth in compressed form. C is the system drive; the rest get one line each.
The renderer is hardware-agnostic. A single-NVMe ultrabook shows one arc filling the entire ring. A twelve-drive RAID workstation shows twelve separately-filling arcs. Nothing about the orb logic changes.
THE NET ORB
Scroll right → to watch every piece appear. Same orb on cellular, Wi-Fi, or 10 Gbps fiber.
Every orb begins as an empty ring. A hairline outline that lives in the same space your work does, waiting for a signal.
The workload arc fills with whichever direction is currently saturating more of your link. The big number is that percentage.
The caption identifies your active interface — Ethernet or Wi-Fi — and the negotiated link speed. Pulled from Get-NetAdapter and the WMI bus.
Twin canisters at top and bottom flank the ring: Sent above, Received below. Each fills with that direction’s current rate relative to the cap. You read upload-versus-download at a glance.
Chip beneath the headline reports current send and receive rates plus the gateway ping in milliseconds. Live, every second.
The renderer is hardware-agnostic. A laptop on cellular shows trickling canisters. A workstation on 10 Gbps fiber under full load shows both canisters near the top. Nothing about the orb logic changes.
THE FPS ORB
Scroll right → to watch every piece appear. The FPS orb works in titles that expose a presentation counter — that’s most modern DirectX, Vulkan, and OpenGL games. We’re expanding compatibility every release.
Every orb begins as an empty ring. A hairline outline that lives in the same space your work does, waiting for a signal.
The workload arc fills with FPS as a fraction of your display’s refresh rate. The big number is the FPS itself.
The caption identifies the focused game and your display’s refresh rate. Pulled from the active foreground process and your monitor’s EDID.
Ticks around the perimeter show frame time for each recent frame. Taller ticks mean longer frames. Spot a stutter at a glance.
Chip beneath the headline shows your 1% lows over the last sixty seconds plus current GPU utilization. If GPU is hitting 99% you’re GPU bound; otherwise you’re CPU bound somewhere upstream.
The renderer is hardware-agnostic. A 30 Hz console title at 28 FPS reads as a nearly full ring (28/30). A 360 Hz CS2 session at 312 FPS reads bright and busy (312/360). Nothing about the orb logic changes — only the games that expose a presentation counter today; we’re widening that net every release.
THE BATT ORB
Scroll right → to watch every piece appear. The captionTop word IS the charging indicator — no bolt graphic to squint at.
Every orb begins as an empty ring. A hairline outline that lives in the same space your work does, waiting for a signal.
The workload arc fills with the current charge percentage. The big number in the middle is the same value. Read it from across the room.
The top caption tells you whether AC is connected — "AC Power" when plugged in and topped up, "Charging" when actively charging, "On Battery" when running off the cell, "Discharging" when actively pulling down. No bolt graphic to interpret; the word is the signal.
The bottom caption reports estimated time remaining on battery, or time to full charge when charging. Pulled from GetSystemPowerStatus and the ACPI battery driver.
Chip beneath the headline shows signed instantaneous wattage. Positive means current flowing IN (charging), negative means current flowing OUT (discharging). Zero is the top-off state Windows enters at 100%, which is normal.
Connect AC and the top caption flips to "Charging", the bottom to time-to-full, the chip to a positive wattage. Same orb, different state — at a glance you know which cable is actually delivering current.
Most overlays add ink to your desktop. Crystal Clear subtracts it. Hairline outlines, outline-only numerals, transparent everywhere else. You read your work through the orb, not around it.
Click-through is on by default — the orb ignores your mouse and lets you click the window underneath. Drag mode is a single toggle in the tray. Each orb carries its own theme colour so the seven metrics read at a glance, without legends.
Seven colours, one for each orb. The palette is the navigation — you learn it once and never read a legend again.
Orbs ignore the mouse. Hit a tray toggle to enter drag mode when you want to move them. Hit it again to lock them down.
A hairline arc fills with the live metric. A thin sparkline under the headline shows the last sixty seconds.
Optional ring of small ticks around the CPU orb — one per logical core. Tiny, deliberate, off by default for the rest.
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