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Hairline performance overlays.
See right through them.

Seven floating wireframe orbs for Windows. Thin themed outlines. Nothing in your way.

THE CPU ORB

Six parts. One orb. Any processor.

Scroll right → to watch every piece appear, then watch the same orb scale from a laptop CPU to the biggest workstation chip currently shipping.

01

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.

02

Add your machine’s load.

The workload arc fills clockwise with overall processor utilization. The headline in the middle is the same number, in big.

03

Know what’s underneath.

The caption identifies your CPU and the current clock. Pulled from Win32_Processor and live per-core MHz from the sensor bridge.

04

Every core, every thread.

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.

05

Heat and power.

Package temperature and instantaneous wattage in the chip beneath the headline. Both come from LibreHardwareMonitor through the elevated sensor bridge.

06

From 4 cores to 192 threads. Same orb.

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

Four engines. One ring. Any card.

Scroll right → to watch every piece appear. The same orb scales from an integrated iGPU to a 24 GB RTX 5090.

01

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.

02

Add the busiest engine.

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.

03

Know what card you have.

The caption identifies your GPU and its current clock. Pulled from Win32_VideoController and live boost frequency from the sensor bridge.

04

Every engine, every workload.

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.

05

Heat, power, and VRAM.

Inner ring shows VRAM occupied. Chip beneath the headline reports junction temperature and current VRAM percent. Comes from D3DKMTQueryAdapterInfo with LibreHardwareMonitor as fallback.

06

From entry-level to RTX 5090. Same orb.

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

One ring. Two canisters. Any kit.

Scroll right → to watch every piece appear. From 8 GB laptop kits to 256 GB workstations.

01

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.

02

Add what you’re using.

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.

03

Know what’s installed.

The caption identifies your memory configuration and effective transfer rate. Pulled from Win32_PhysicalMemory and the SMBIOS table.

04

Used and available, side by side.

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.

05

Timings and compression.

Chip beneath the headline shows your primary timings and current compression ratio. SMBIOS for the timings, Get-Counter for the rest.

06

From 8 GB to 256 GB. Same orb.

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

One arc per drive. Any array.

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.

01

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.

02

One drive, one arc.

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.

03

Every drive gets its own arc.

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.

04

Independent, not accumulated.

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.

05

Per-drive R/W and queue.

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.

06

From one disk to twelve. Same orb.

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

Sent and received. Live.

Scroll right → to watch every piece appear. Same orb on cellular, Wi-Fi, or 10 Gbps fiber.

01

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.

02

Add the busier direction.

The workload arc fills with whichever direction is currently saturating more of your link. The big number is that percentage.

03

Know what you’re on.

The caption identifies your active interface — Ethernet or Wi-Fi — and the negotiated link speed. Pulled from Get-NetAdapter and the WMI bus.

04

Send and receive.

Twin canisters flank the headline — Sent on the left, Received on the right. Each fills with that direction’s current rate relative to the cap. You read upload-versus-download at a glance.

05

Rates and latency.

Chip beneath the headline reports current send and receive rates plus the gateway ping in milliseconds. Live, every second.

06

From dial-up to 10 Gbps fiber.

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

Every frame. Supported games.

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.

01

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.

02

Add the current frame rate.

The workload arc fills with FPS as a fraction of your display’s refresh rate. The big number is the FPS itself.

03

Know what you’re playing.

The caption identifies the focused game and your display’s refresh rate. Pulled from the active foreground process and your monitor’s EDID.

04

Every frame, the last 60 seconds.

Ticks around the perimeter show frame time for each recent frame. Taller ticks mean longer frames. Spot a stutter at a glance.

05

1% lows and GPU bound.

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.

06

From 30 Hz cinema to 360 Hz competitive.

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

Charge, state, watts. Read it from across the room.

Scroll right → to watch every piece appear. The captionTop word IS the charging indicator — no bolt graphic to squint at.

01

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.

02

Add the charge.

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.

03

Plugged in or not.

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.

04

Time left, or time to full.

The bottom caption reports estimated time remaining on battery, or time to full charge when charging. Pulled from GetSystemPowerStatus and the ACPI battery driver.

05

Watts in or out.

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.

06

Plug in. Same orb.

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.

Designed to disappear.

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.

What's inside an orb.

Per-metric theming

Seven colours, one for each orb. The palette is the navigation — you learn it once and never read a legend again.

Click-through by default

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.

Workload arc and sparkline

A hairline arc fills with the live metric. A thin sparkline under the headline shows the last sixty seconds.

Per-core CPU ticks

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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