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Copilot+ PCsPATCH 2026.10.26

How to Check Whether Your PC’s AI Features Are Affecting Game Performance

By VGSources Team 10 min read

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To find out whether Windows AI is hurting a game, run a controlled A/B test: play the same 60–120-second route with the feature enabled and disabled, restart the game between states, and record frame rate, frame-time consistency, GPU and CPU load, memory, temperatures, clocks, and NPU use. Task Manager can display NPU activity, while a GPU overlay can show FPS, clocks, and temperature. A difference is meaningful only when the telemetry and repeat runs point to the same cause; NPU activity by itself does not prove an FPS loss.

What does it mean for an AI feature to affect game performance?

An AI feature can compete with a game for several different resources. Copilot+ components are designed to run local workloads on dedicated hardware such as an NPU, but Windows may use the GPU, CPU, memory, or storage for other parts of the feature. The label “AI” therefore does not identify the bottleneck. Microsoft describes local execution as a way to reduce cloud dependence and latency, not as a promise that every game will run at the same speed.

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  • NPU: A neural processing unit handles supported Windows AI APIs on Copilot+ PCs. A busy NPU with stable frame times usually means the workload is isolated.
  • GPU: A graphics or presentation feature can reduce available rendering headroom, alter clocks, or change how a borderless window is presented.
  • CPU and memory: Snapshot analysis, indexing, or an AI action can create short CPU or RAM spikes that show up as stutter even when average FPS barely moves.
  • Storage: Features that save or process data can create bursts of disk activity. A storage queue spike that aligns with a hitch is more useful evidence than the feature name.

There is no official universal percentage for the FPS cost of Windows AI features. The result depends on the game, display mode, driver, power plan, and whether the feature is continuously processing or only wakes for an action.

Which Windows AI features should you test separately?

Test one feature at a time. Combining several changes makes an A/B result impossible to attribute.

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Recall

Recall is opt-in. When enabled, it periodically saves snapshots of the active screen and analyzes them locally; the snapshots are encrypted and can be paused, deleted, or disabled. Microsoft lists a Copilot+ PC with a 40 TOPS NPU, 16 GB of RAM, and 256 GB of storage as requirements. Enabling Recall and automatic snapshot saving requires 50 GB of free space; automatic snapshot saving pauses when free space falls below 25 GB.

Microsoft also states that Recall does not save game video when Game Mode is active on platforms that support it. That statement concerns saving game video, not every possible background cost, so use the test below if you still see stutter.

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Other Copilot+ workloads

Windows APIs can dispatch supported workloads to an NPU, GPU, or CPU depending on the device. A quick action, search, or effect may create a brief spike rather than a constant load. Test the feature in the state you actually use it: enabled but idle, and then while the action is running.

What should you record before changing anything?

Write down a baseline so a later run is comparable. Record the Windows edition and build, graphics-driver version, game version, display resolution, quality preset, frame cap, refresh rate, power mode, and whether the game is exclusive fullscreen, windowed, or borderless. Close unrelated launchers, browser tabs, downloads, and overlays, or leave them unchanged for every run.

Measurement Where to view it What it tells you
Average FPS In-game counter or GPU overlay Overall throughput; it can hide short hitches.
Frame-time consistency Overlay graph or benchmark log Spikes and variance that feel like stutter.
GPU utilization, clock, temperature GPU overlay Whether rendering is saturated, power-limited, or changing clocks.
CPU utilization and per-core load Task Manager or your existing monitor Background contention that may affect simulation or streaming.
RAM and VRAM use Task Manager and GPU overlay Pressure that can trigger paging or asset eviction.
NPU utilization Task Manager Whether a supported AI workload is actually using the NPU.
Disk activity Task Manager Snapshot, indexing, or paging bursts that coincide with hitches.

Task Manager’s NPU view is an official Windows capability. Open Task Manager, select the Performance tab, and look for an NPU entry; on systems without an NPU, no NPU graph will appear. For GPU telemetry, NVIDIA’s official in-game overlay can show frame rate, clock speed, temperature, and related metrics; Alt+R toggles it by default. Use the equivalent overlay already supplied with your graphics driver if you have a different GPU.

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How do I run a repeatable AI-on versus AI-off test?

Use the same route and settings in both states. A short, repeatable test is more reliable than comparing two unrelated play sessions.

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  1. Choose a repeatable scene. Select a built-in benchmark, a saved location, or a 60–120-second route with the same camera movement and actions. Avoid a one-off cutscene or a network event that cannot be reproduced.
  2. Freeze the variables. Keep resolution, graphics preset, ray-tracing options, frame cap, display mode, Windows power mode, driver version, and background applications unchanged. Note whether Game Mode is on.
  3. Capture the feature-off state. Pause or disable the suspected AI feature. For Recall, use its pause or disable controls and record the Game Mode state. Restart the game so cached work and feature state are refreshed.
  4. Run the route at least twice. Record average FPS, frame-time behavior, GPU utilization and clock, temperature, CPU load, RAM, VRAM, NPU utilization, and disk activity. Keep both runs; do not select only the best result.
  5. Capture the feature-on state. Re-enable only the suspected feature, restart the game, and repeat the identical route at least twice. If the feature has an active command, perform it in a separate pass so idle and active behavior are distinguishable.
  6. Compare the distributions. Look at the range and consistency of runs, not one peak FPS number. A small average change with much worse frame-time spikes can feel more severe than a larger but stable average change.
  7. Repeat after a reboot if the result is marginal. Background services and shader compilation can contaminate a close comparison. A result that survives a fresh restart is more credible than a single anomalous run.

Keep a simple log with one row per run. Include the feature state, average FPS, a note about the worst hitch, GPU and CPU percentages, NPU percentage, temperatures, clocks, and any unusual disk activity. Screenshots of the telemetry at the same point in the route help when the difference is intermittent.

How can I tell which component is responsible?

Correlate a frame-time change with the resource that changed at the same moment. The following patterns are more informative than a feature’s marketing name.

Observed pattern Most likely explanation Next check
GPU utilization or clock changes, NPU stays near idle Graphics, presentation, power, or GPU-selection effect Test per-game GPU preference, windowed-game optimizations, Auto HDR, and display mode.
NPU activity rises, GPU and CPU stay similar, frame times remain stable AI work is likely isolated on the NPU Repeat with the feature actively processing to check for short spikes.
CPU or RAM spikes line up with hitches Background processing or memory contention Check per-core CPU load, available memory, and disk activity; close unrelated tasks and repeat.
Disk activity spikes at the hitch Snapshot, indexing, paging, or another storage operation Repeat with the feature paused and verify free space and paging pressure.
Only borderless or windowed mode changes Presentation path or windowed-game optimization Test exclusive fullscreen and the per-game Windows graphics switches.
Average FPS is unchanged but 1% lows worsen Short interruptions rather than sustained rendering loss Use frame-time graphs and identify what was active at each spike.

A busy NPU is not evidence of an FPS penalty unless the frame-time distribution changes with it. Conversely, an idle NPU does not clear an AI feature if the feature is causing GPU, CPU, memory, or storage work elsewhere.

Which Windows graphics settings can isolate a per-game effect?

Windows exposes three useful per-game switches. Open Settings > System > Display > Graphics, select the game, choose Options, change one setting, and restart the game before testing again.

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GPU preference

If a laptop has integrated and discrete graphics, verify that the game is assigned to the intended GPU. A wrong assignment can look like an AI slowdown because the game’s utilization, clocks, and frame times change while the NPU remains quiet.

Optimizations for windowed games

Windows 11’s Optimizations for windowed games applies to compatible DirectX 10 and DirectX 11 games in windowed or borderless modes. It changes presentation to the flip model and can be turned off for an individual game. Toggle it only for the test game, restart, and compare the same route.

Auto HDR

Auto HDR can also be disabled per game in the same Graphics options. Test it independently; changing Auto HDR and windowed optimizations together prevents you from knowing which presentation path changed.

These switches do not disable every Windows AI component. They are isolation controls for graphics selection and presentation, so use them only after your telemetry shows a GPU or display-mode correlation.

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How do I isolate Recall from other Windows AI components?

Use three Recall states: enabled, snapshots paused, and Recall removed or fully disabled. Restart the game for each state and keep Game Mode recorded. If the stutter disappears only when snapshots are paused, background snapshot processing is a stronger suspect than an NPU that is merely present.

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  1. Run the baseline with Recall enabled and automatic snapshot saving in its normal state.
  2. Pause snapshot saving without changing game settings, restart the game, and repeat the route.
  3. If the difference remains, disable or remove Recall, restart Windows if its controls request it, then repeat.
  4. Compare frame-time spikes and disk activity across all three states. A change that appears only in the fully enabled state narrows the cause to Recall’s active processing or saving path.

Recall’s local analysis and encrypted snapshots are separate from the question of whether game video is saved. On supported platforms, Microsoft says Game Mode prevents Recall from saving game video; your A/B test determines whether any remaining processing coincides with stutter.

What should I do when the test shows a real performance change?

If GPU load or clocks changed

  • Confirm the game is assigned to the intended GPU in the per-game Graphics options.
  • Compare exclusive fullscreen with borderless or windowed mode.
  • Test Optimizations for windowed games and Auto HDR one at a time.
  • Check temperature and power mode; a lower clock with higher temperature can indicate throttling rather than AI work.

If CPU, memory, or storage spikes changed

  • Close launchers, browsers, recording tools, and downloads, then repeat both states.
  • Check whether available RAM falls sharply or disk activity reaches 100 percent during the hitch.
  • For Recall, pause snapshots first, then test with Recall disabled to separate its processing from other services.
  • Use two or more runs per state; a single background update can otherwise look like a feature effect.

If only active AI commands cause a hitch

Keep the feature enabled and compare idle periods with the exact moment the command runs. A short, repeatable spike suggests an event-driven workload, not a constant FPS tax. Schedule the command outside a demanding fight or capture frame-time data around the action before deciding whether the trade-off matters.

If no metric changes but the game feels different

Check input latency, shader compilation, network events, and display refresh behavior; those can alter perceived smoothness without a sustained utilization change. Repeat after restarting the game and use a frame-time graph rather than relying on visual memory.

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How should I report the result?

State the hardware, Windows and driver versions, game, display mode, route length, and feature states. Report the average and spread of at least two runs per state, plus the frame-time behavior and the resource that changed. For example: “With Recall enabled, two runs averaged 92 and 91 FPS; with snapshots paused, 93 and 92 FPS. GPU clocks, CPU load, and NPU use were unchanged, but disk activity spikes disappeared.” That wording distinguishes a small measured difference from an unproven assumption about AI.

Do not convert one machine’s result into a universal percentage. Copilot+ hardware, drivers, game engines, and Windows builds distribute workloads differently, and Microsoft’s documentation does not publish a single FPS penalty for Windows AI features.

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What is the practical conclusion?

The reliable answer comes from correlation: identical game runs, one feature change, multiple samples, and telemetry from every likely resource. If NPU activity rises while frame times stay steady, the NPU is doing work without a demonstrated gaming cost. If GPU, CPU, memory, or storage spikes line up with worse frame times, use the per-game graphics switches and Recall’s pause/disable states to isolate the setting that matters. This method uses Windows and existing driver tools, so buying new hardware is not required.

Frequently Asked Questions

Does an NPU’s TOPS rating predict gaming FPS?

No. TOPS describes AI-compute capability under a defined workload; it does not specify a game’s rendering headroom, driver behavior, or memory bandwidth. Two PCs with similar NPU ratings can produce different results because their GPUs, CPUs, cooling, and Windows builds differ.

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Can an AI feature cause stutter even when average FPS is unchanged?

Yes. A brief CPU, memory, or storage interruption can create a long frame time while the average over a minute remains nearly identical. Compare frame-time graphs or 1% lows and note the exact timestamp of each hitch.

Is Recall automatically recording every game I play?

Recall is opt-in, and Microsoft says it does not save game video when Game Mode is active on platforms that support it. Its snapshot behavior and Game Mode status should still be recorded during a performance test because those states determine what is processed.

Do I need a separate benchmark application for this comparison?

No. A reproducible in-game route or built-in benchmark plus Task Manager and an existing GPU overlay is sufficient. Extra software can add its own overlay or sampling load, so keep the tool set minimal and identical in both test states.

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Copilot+ PCsNPUPC gamingPerformance testingRecallWindows 11

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