What w0a's engines cost while a game runs

With the engines on and a fake game running, w0a used 0.15% of one logical processor on average. Measured on one PC; not measured in a real game.

Short answer

Measured on 23 October 2026 on one PC, in a fake game with the engines on, w0a's own process used on average:

Its working set, the memory it held in RAM, averaged between 102 and 120 MB in the four states measured (119.6 MB in this one).

None of these is zero. Runs on a busier PC follow further down.

Not measured in a real game. The game was a fake one: a program that shows a black full-screen window and draws nothing.

What the numbers mean

The four states

Each state lasted five minutes. "Engines off" means every part of the Game Mode switch except the power plan was off. The power plan was not touched during the run: w0amax stayed active the whole time.

StateCycles, average (median)Percent of one logical processorContext switches per secondWorking set
Idle, engines off4.5 (2.4) Mcycle/s0.09%10.9103.2 MB
In game, engines off1.7 (1.5) Mcycle/s0.08%10.7108.2 MB
Idle, engines on5.3 (2.9) Mcycle/s0.10%13.9102.0 MB
In game, engines on7.2 (5.8) Mcycle/s0.15%29.6119.6 MB

The rows were measured one after another while other programs on the PC kept running and starting, so a difference between two rows cannot be put down to the engines alone.

With the engines off, idle reads higher than in game. Each w0a was measured idle first, soon after it started, and in that stretch the .NET runtime was still compiling w0a's code in the background: 2.30 Mcycle/s, 51.4% of the idle total (51.6% with the engines on). In the game with the engines off it was down to 0.41 Mcycle/s. That drop, 1.9 Mcycle/s, is about two thirds of the 2.8 Mcycle/s difference.

How it was measured

What the fake game showed

It presented 240 frames per second in all three in-game runs, with and without w0a. Its own processor use was 203.4 Mcycle/s without w0a, 205.5 with the engines off and 207.5 with the engines on. This run does not show where that difference comes from, so it is not counted as w0a's. The fake game draws nothing, so it says nothing about frame times in a real game.

With the engines on, w0a counts the game's frames through Event Tracing for Windows (ETW), filtered to the game alone. The game's own process writes those events as it presents each frame, so that share of the cost lands in the game's numbers, not in w0a's. How large that share is was not measured.

On a busier PC

Two later runs on the same PC, on 24 October 2026, put load around the fake game. They used newer builds of w0a, published that day, with the engines on.

Every program that starts reaches w0a as an event, and w0a looks at each one; with reserved cores on, it also decides whether to move the program off the game's cores. The more programs start, the more of that work there is. These runs used newer builds and a different load, so they are not a before-and-after comparison with the table above.

What was not measured

Turning the engines on and off

The engines are all off on a new installation. They are the parts of the Game Mode switch on the Process Manager page.

To see what the engines did during your own game, open engine.log: one line per action. perf.log beside it has lines on what some of them cost during the game. Both are explained in Where the log file is.

Related

Of the dozen or so stages between a click and a changed pixel, software owns three; the firmware, the display and the game own the rest: How to reduce input lag: what software can and cannot shorten

w0a changes no Windows setting until you ask it to, and before a tweak writes a new value it saves the old one. Get notified

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