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Windows runtime for read-only process monitoring, cooperative D3D11/D3D12/Vulkan execution and bounded shared-memory research. C++20 + .NET, explicit safety gates and reproducible evidence.

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FluidRuntime

Less redundant work between CPU, GPU and memory.

CI FluidLink interop MIT Windows x64

A Windows runtime for process monitoring, cooperative graphics experiments and bounded memory sharing. Native work runs in C++20; C#/.NET coordinates identity, budgets, expiry and rollback. FluidGateway supplies diagnosis and policy. FluidRuntime validates and executes the allowed action.

Get started | Documentation | Evidence | Roadmap | Contribute

Try It

From a source checkout on Windows with the .NET 10 SDK:

dotnet run --project src/FluidRuntime -c Release -- processes
dotnet run --project src/FluidRuntime -c Release -- monitor --pid 1234 --cpu-only

Replace 1234 with a PID from the list. This monitors CPU/RAM, writes a bounded JSON report and stops with Ctrl+C without closing the application. Monitoring is read-only, not automatic optimization.

For GPU/VRAM counters and use without Python or a separate .NET installation, build the portable package. The current daily package is source-built; the older tagged release is not a download of all features on main.

What Works Today

Capability Scope
Daily monitoring CPU/RAM plus optional native GPU-engine and dedicated/shared memory counters
D3D11 / D3D12 / Vulkan Owned workloads with exact-content copy elision, invalidation and original-copy fallback
Application observation Opt-in Vulkan launch layer; tracks memory, commands and completion without removing external GPU calls
Shared arena v1 Experimental D3D12 buffer DLL, C ABI, 64 slots, 64 MiB charged backing and verified read-only peers
Gateway connection Isolated FluidLink server or opt-in in-process DLL using the same decision core
Windows priority lease Explicit, short Normal-to-AboveNormal lease with an independent restoration watchdog

See current status for versions, validation and compatibility limits.

Memory Work, With Evidence

The shared arena owns CPU sections and UPLOAD/DEFAULT/READBACK buffers, tracks content versions and makes access lifetime explicit. Expired leases or unproven GPU completion stop new work.

Its allocation-reuse lab creates 120 backing objects instead of 960 across the measured workload: 87.5% fewer creations. Both arms still perform the same CPU/GPU copies and compare every byte. Methodology, timing results and raw reports.

This is a foundation for smarter data reuse, not physical unified memory. It is not loaded by the daily monitor or applied automatically to other programs.

How the Pieces Fit

flowchart LR
    G["FluidGateway: diagnosis and policy"] <--> T["FluidLink: server or in-process"]
    T <--> R["FluidRuntime: identity and safety gates"]
    R --> N["Owned D3D11 / D3D12 / Vulkan execution"]
    M["Daily monitor / Vulkan observation"] --> E["Evidence and reports"]
    A["Shared arena: opt-in native client"] --> E
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The arena's local read-descriptor protocol is separate from FluidLink and grants no new GPU-control authority. Architecture and contracts.

Direction and Boundaries

The goal is to coordinate data lifetime and processing with less redundant work, especially where memory and hardware are constrained. Next comes trusted managed/native arena integration, then separately authorized reuse with measured benefit and a working fallback.

Today this is not a general game optimizer, driver, replacement Windows scheduler or existing-process injector. Protected/anti-cheat applications are unsupported. Synthetic results do not establish FPS, input-delay, power or physical PCIe savings. Full roadmap.

Build With Us

Start with contributing for setup, formatting and test gates. Useful contributions include reproducible bug reports, compatibility traces, failure-path tests and documentation. Negative results are welcome too.

Open source under the MIT License.

About

Windows runtime for read-only process monitoring, cooperative D3D11/D3D12/Vulkan execution and bounded shared-memory research. C++20 + .NET, explicit safety gates and reproducible evidence.

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