Staged Lab

Measured performance, not vague promises.

This page is the receipt for Staged's performance claims. It records the rig, workload, measurement method, dates, and limits instead of presenting a best-case number as a promise for every game.

Short answer: Staged lets a game render at a resolution you choose on a virtual gaming monitor while your physical monitor keeps its own resolution. Rendering fewer pixels can give the game more GPU headroom while OBS, chat, and other apps remain visible on one screen.

The receipts

What we measured on the test rig

These are first-party measurements from a fixed setup. They explain what Staged did in the recorded tests; they are not guarantees for every GPU, game, or display.

72 → 144 fps

GPU-bound A/B scene

Native 2560×1440 fullscreen versus a 1920×1080 Game Stage on the same PC. The 144 fps result was capped by the 144 Hz display, so the true gain exceeds 2×.

~0.15 ms

Staged processing overhead

Measured engine processing time per frame on the test rig. This is not an end-to-end input-latency claim.

Sub-frame

End-to-end frame timing

The stage showed the same frame as the source in 10/10 atomic samples. The result is reported conservatively as sub-frame latency.

0.0%

Compositor overhead

Direct hardware scanout was measured on Windows 11 while the Game Stage was visible.

144 / 144 Hz

Capture rate

Full-rate capture sustained frame-for-frame at the 144 Hz test target.

~6% / ~2.5%

CPU / GPU cost

Approximately 6% of one CPU core and 2.5% GPU usage at 144 fps. The CPU number is about 0.7% on an eight-core basis.

Test log

Reproducible receipts, with the limits attached

Synthetic GPU-bound A/B

2026-07-04

72 fps → 144 fps

A fixed WebGL2 per-pixel shader with 12,000 steps per pixel was rendered first at native 2560×1440 and then at 1920×1080 inside a Staged Game Stage. Engine counters verified that the workload was GPU-bound.

Cyberpunk 2077 windowed comparison

2026-07-15

75–80 fps → ~90 fps

The same rig and 2560×1440 target were used to compare ordinary windowed/borderless play with native fullscreen inside a Staged Game Stage. This is a result from our rig, not a universal game claim.

Methodology

How the measurements were taken

  • Rig: RTX 5090, 64-core CPU, Windows 11 build 26200, AOC 2560×1440 display at 144 Hz.
  • Stage target: virtual 1920×1080 display at 144 Hz, shown on the physical 2560×1440 panel.
  • Latency: QPC frame-receipt to present timing, 60-frame average; end-to-end timing used atomic dual-screen samples.
  • Scanout: DWM GPU-util delta with the stage visible versus hidden; direct hardware scanout was observed on Windows 11.
  • Capture: 144 Hz frame counter and a 418-frame region-change check over three seconds.

Continue with the real setup

See how the Game Stage works

Read the setup guide or try the interactive zone configurator. The benchmark is the measurement record; the guide shows the workflow it measures.

Source of truth: the published benchmark record maintained by Staged's founder and lead developer. Last updated 2026-09-04. Claims are limited to the measurements and caveats shown on this page.View the technical record