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capframex.com

Benchmarking Tool - Record Frames per Second (FPS), Frametime and Sensors while running your favourite game. Analyse and plot the results, or share them with friends using our cloud service.

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What is CapFrameX?

CapFrameX is a Windows benchmarking tool for recording and analyzing PC game performance. It captures frames per second and frametimes while you play, along with hardware sensor data, then lets you plot and compare the results or share them through its cloud service. It is built on Intel's PresentMon for capture and uses RivaTuner Statistics Server for the on-screen overlay, so it is aimed at people who want detailed, repeatable performance data rather than a simple FPS counter.

What it does

  • Records frametimes and FPS during gameplay, not just an average number.
  • Logs sensor data alongside the run, so performance can be read together with system behavior.
  • Provides analysis and plotting tools for inspecting a capture after the fact.
  • Supports sharing results with others via its cloud service.
  • Explains the metrics it uses — frametimes, FPS, median, percentiles and x%-low — in its own documentation.

Who it suits

  • Enthusiasts and reviewers comparing hardware, drivers or game settings.
  • Troubleshooters chasing stutter, since frametime data shows unevenness that average FPS hides.
  • Anyone who wants evidence they can share, rather than a screenshot of a number.

Trade-offs to expect

  • It is a capture-and-analyze workflow, so there is a learning curve around metrics and interpreting results.
  • Overlay and capture depend on external components, which adds setup steps compared with a built-in counter.
  • Its value comes from detailed analysis; if you only need a quick FPS readout, it is more than you need.

A practical next step: run the same short, repeatable scene twice — once at your current settings and once with a single change — then compare frametime graphs rather than average FPS. That is where the tool's detail pays off. For related reading, see Intel on PresentMon and Guru3D for RivaTuner Statistics Server.

How do I capture frametimes and FPS in a game with CapFrameX?

CapFrameX captures frame times and FPS by recording how long each frame takes while you play, then letting you analyze or share the results. It is built on Intel's PresentMon for frame capture and uses RivaTuner Statistics Server (RTSS) for the in-game overlay. The recorded data includes frame times, FPS, and sensor readings.

Basic capture workflow

  1. Install CapFrameX and make sure RivaTuner Statistics Server is running — the overlay depends on it.
  2. Launch your game and load into the scene you want to measure. For consistent results, use a repeatable route, save, or benchmark sequence rather than just "playing normally."
  3. Start the capture using CapFrameX's recording hotkey or capture button.
  4. Play through the sequence you want to measure.
  5. Stop the capture. CapFrameX saves the session as a frame-time log.
  6. Open the analysis view to plot frame times, FPS, and sensor data, or upload the result to the cloud service to share it.

What you get and what to watch for

Metric What it tells you Practical use
FPS (average) Overall smoothness headline Quick comparison between settings
Frame times Per-frame duration Spots stutters and hitching that average FPS hides
Percentiles / x%-low Worst-case performance Judging whether dips will be noticeable
Sensor data GPU/CPU load, temps, clocks Checking whether you are CPU- or GPU-limited

A useful next step: pick one repeatable in-game route, capture it once with your current settings, then change a single setting and capture again. Compare the frame-time plots rather than just the average FPS — the percentile and x%-low figures are usually where the real difference shows up.

One caution from the site's own explanation: CapFrameX's reported FPS can be lower than the number shown inside the game, because the tool measures actual presented frames rather than the game's internal counter. Treat CapFrameX numbers as the more detailed source when the two disagree.

How does CapFrameX calculate FPS and low percentiles differently from in-game counters?

CapFrameX measures frame delivery at the operating-system/present level rather than reading the number a game chooses to display. It builds on Intel's PresentMon to capture each frame's presentation time, then derives FPS and frametime statistics from that timeline. In practice this means it records how often frames actually reached the display pipeline, not an internal engine estimate that may be smoothed, averaged over a window, or capped by a menu.

CapFrameX

Why the numbers can differ

In-game counters are convenient but often inconsistent. Some report an instantaneous or short-window average, some exclude frames during loading or cutscenes, and some are affected by the engine's own frame pacing. CapFrameX's own explanation notes that analysis can show FPS values lower than what the game displays, which is a common outcome when the tool is counting every presented frame instead of a curated subset.

Low percentiles are the clearest difference. A game may show only average FPS, which can look healthy even when occasional long frames cause stutter. CapFrameX calculates percentiles such as 1% low and 0.1% low from the recorded frametime distribution. The 1% low represents the frame rate at the slow end of the distribution — roughly the worst 1% of frames — so it exposes stutter that an average hides. The exact percentile labels and calculation details are part of CapFrameX's documented metrics, so treat the tool's own metric explanations as the authority for how each value is defined.

Practical example

A reader testing a new GPU in a demanding game might see the in-game counter report 90 FPS. CapFrameX might report an average close to that but a 1% low near 45 FPS. The game counter looks fine; the percentile reveals intermittent hitching. That distinction matters when comparing two graphics settings that have similar averages but very different low percentiles.

How to choose what to trust

Use in-game counters for quick, rough feedback while playing. Use CapFrameX when you need comparable, repeatable data across runs, especially for reviews, overclocking validation, or diagnosing stutter. For a fair comparison, keep the same scene, resolution, settings, and capture duration, and compare percentiles rather than averages alone. If you want to cross-check with another frame-capture tool, PresentMon is the underlying Intel project, though CapFrameX wraps it with its own analysis and overlay workflow.

Can I compare my benchmark results with others or share them through the cloud service?

Yes. CapFrameX is built around capturing frametimes and frame rates, then analysing, plotting and sharing those captures — the site describes a cloud service specifically for sharing results with friends. So two kinds of comparison are possible: side-by-side against your own earlier runs, and against captures other people have uploaded.

What sharing actually gets you

  • A capture file plus the plotted metrics (FPS, frametimes, median, percentiles, x%-low) is far more informative than a single average FPS number someone posts in a forum.
  • Because the tool is based on Intel's PresentMon with an overlay from Rivatuner Statistics Server, other users running the same capture method produce numbers that are at least methodologically comparable to yours.
  • The site's own blog notes that analysis FPS values can come out lower than the in-game counter shows — worth remembering when someone's shared result looks worse than their gameplay felt.

Where comparisons break down

Shared results are only meaningful if the setup matches. Before treating a comparison as valid, check:

Factor Why it changes the result
CPU and GPU The bottleneck determines which metric moves
Resolution and in-game settings Directly scales frame cost
Scene tested A built-in benchmark, a save-file replay and free roaming are different workloads
Capture duration and warm-up Short runs catch shader compilation and loading spikes
Driver and game version Patches shift performance between captures

A practical test: if two captures differ by only a few percent in average FPS but a lot in x%-low, the difference is likely stutter or background load, not raw hardware capability.

A concrete next step

Record a repeatable run — same scene, same settings, same duration, ideally three passes — and upload it. Then ask a friend with comparable hardware to do the identical run. Compare the percentile and x%-low columns first, not the average. If you want a second opinion on a shared capture, the CapFrameX community and its blog explanations are the natural place to ask; the tool's own site is CapFrameX.

Which performance metrics should I focus on to identify stutters rather than just average FPS?

Frametime and its distribution, not average FPS. Average FPS hides short freezes because a few very slow frames get averaged away by hundreds of fast ones. Stutters show up as spikes in frametime (milliseconds per frame) and as a long tail in the frame-time distribution.

Metrics that expose stutters

  • Frametime (ms/frame) — the core signal. A single frame taking 50 ms instead of 8 ms is a visible hitch even if the average looks fine.
  • 1% and 0.1% low FPS — derived from the slowest frames. They quantify the worst moments rather than the typical one.
  • Percentiles / x%-low values — show how far the slow tail extends. CapFrameX's own documentation covers frametimes, FPS, median, percentiles and x%-low in its "metrics explained" post.
  • Frame-time variance or standard deviation — a compact way to compare consistency between two configurations.
  • Sensor data logged alongside frames (CPU/GPU clocks, temperatures, power) — useful for explaining why a spike occurred, since CapFrameX records sensors while the game runs.

How to read them together

Question Metric to check
Is the experience smooth overall? Frametime plot, not average FPS
How bad are the worst moments? 1% / 0.1% low FPS
Is the problem occasional or constant? Frametime variance and the shape of the plot
What caused a spike? Sensor traces at the same timestamp

Practical next step

Record a short, repeatable run — same scene, same settings, same duration — then compare the frametime plot side by side rather than the average number. If you are tuning settings, change one variable at a time and watch whether the spikes flatten or just shift.

CapFrameX is built for exactly this workflow: it captures frametimes and sensor data via Intel's PresentMon, with an overlay from RivaTuner Statistics Server, and lets you analyse, plot or share results through its cloud service. For a broader look at frame-time capture tools, NVIDIA's FrameView and HWiNFO for sensor logging are common companions, though CapFrameX already combines capture and sensor logging in one pass.

What are the setup requirements and dependencies for running CapFrameX, such as PresentMon and Rivatuner Statistics Server?

CapFrameX is a Windows-based frametime capture and analysis tool built on Intel's PresentMon, with its on-screen overlay supplied by RivaTuner Statistics Server (RTSS). In practice, that means two external components sit underneath the app: PresentMon provides the frame capture data, and RTSS provides the in-game overlay. You capture while a game runs, then analyse or plot the results afterwards, or share them through the tool's cloud service.

What you need in place

  • Windows PC running the games you want to benchmark.
  • PresentMon as the capture layer — CapFrameX is described as being based on it.
  • RivaTuner Statistics Server (RTSS) as the overlay provider.
  • The CapFrameX application itself, which handles recording, analysis and plotting.

H3. Practical implications Because capture and overlay come from separate components, setup usually involves installing and running those pieces alongside CapFrameX rather than a single self-contained package. The upside is a well-understood capture path and a configurable overlay; the trade-off is that a missing, outdated or conflicting component is a common cause of "no overlay" or "no data" problems. Overlay software also hooks into the game's rendering, so some anti-cheat-protected multiplayer titles may object to it — check per game before benchmarking online.

H3. A concrete scenario Say you want to compare two graphics settings in the same game. Install CapFrameX, PresentMon and RTSS, launch the game, confirm the overlay appears, then record a short, repeatable run for each setting. Analyse frametimes, FPS, median and percentiles, and use the x%-low figures to judge stutter rather than averages alone.

H3. Next step Before trusting any numbers, do one short test capture and confirm both the overlay and the recorded frametime data appear. If either is missing, fix the PresentMon/RTSS layer first — the analysis is only as good as the capture. For background on the metrics, see CapFrameX.

Related questions

More questions →
What CapFrameX Performance Metrics Mean: Frametimes, FPS, Median, Percentiles, and x%-Low

CapFrameX reports several performance metrics because no single number describes how a game feels. FPS tells you the average throughput, frametimes tell you the consistency, the median and percentiles describe the distribution, and the x%-low figures summarize the worst part of that distribution. If you only look at average FPS, you can miss stutter that a frametime or 1%-low reading would expose. The explanations below apply to any CapFrameX capture, since the tool is built on Intel's PresentMon for frametime capture and uses Rivatuner Statistics Server for its overlay.

Frametimes vs. FPS: two views of the same data

Frametime is the time between two consecutive frames, usually measured in milliseconds. FPS is simply the reciprocal of frametime, scaled to one second:

  • 16.7 ms per frame ≈ 60 FPS
  • 8.3 ms per frame ≈ 120 FPS
  • 33.3 ms per frame ≈ 30 FPS

Because the relationship is non-linear, a single long frame does not move average FPS much, but it is very visible as a hitch. That is why CapFrameX keeps the raw frametime series and derives FPS from it rather than the other way around.

CapFrameX's own blog notes a related quirk: analysis can show FPS values lower than what you see in-game. This happens because the tool measures the actual presented frames over the captured interval, including frames that were dropped or delayed, while an in-game counter may report a different sampling window.

Median and percentiles

Once you have a list of frametimes, you can describe its distribution:

Metric What it represents
Average FPS Total frames divided by total time; sensitive to outliers but hides them
Median (50th percentile) The middle frametime; half the frames were faster, half slower
Percentiles (e.g. 95th, 99th) The frametime below which that percentage of frames fall

The median is useful because it is not dragged around by a few very long frames the way the average is. If your average FPS looks fine but your median frametime is noticeably higher, the average is being propped up by a burst of fast frames while most of the session ran slower.

Percentiles work the same way in reverse for frametimes: the 99th percentile frametime is the value that 99% of frames stayed under, so it captures the slow tail. A low 99th percentile frametime means even your worst frames were not far from the rest.

What x%-low means

The x%-low metric (commonly 1%-low and 0.1%-low) is the average FPS computed from only the slowest x% of frames. It answers the question: "How bad were the worst moments?"

  • 1%-low: average FPS of the slowest 1% of frames. A good indicator of occasional stutter.
  • 0.1%-low: average FPS of the slowest 0.1% of frames. Sensitive to rare, severe hitches such as shader compilation stalls or asset streaming spikes.

A system can post a high average FPS and still have a poor 1%-low if it hitches regularly. Comparing average FPS against 1%-low is one of the fastest ways to judge whether a frame rate is smooth or merely high on paper.

How to use these together

  1. Capture a run in CapFrameX while playing the scene you care about.
  2. Look at average FPS and median frametime first to gauge the typical experience.
  3. Check the 1%-low and 0.1%-low to see how the worst frames compare.
  4. If average FPS is high but 1%-low is far below it, investigate the frametime graph for spikes rather than chasing a higher average.

The same logic applies when comparing two configurations: match the scene, capture length, and settings, then compare the full set of metrics rather than a single headline number.

How to Record FPS and Frametimes with CapFrameX

CapFrameX records FPS, frametimes, and sensor data while you play a game, then lets you analyze and plot the results or share them through its cloud service. To do this you need three pieces in place: CapFrameX itself, Intel's PresentMon (the capture layer CapFrameX is built on), and RivaTuner Statistics Server (RTSS), which provides the in-game overlay. Once those are installed, you start a capture while the game is running and the tool logs the frame data for later analysis.

What you need before recording

Component Role
CapFrameX The capture and analysis tool; where you start/stop recording and review results
Intel PresentMon The underlying frame-capture mechanism CapFrameX is based on
RivaTuner Statistics Server (RTSS) Provides the overlay
A running game The capture only produces data while a game is rendering frames

The site describes CapFrameX as a "Frametimes capture and analysis tool based on Intel's PresentMon" with an "Overlay provided by Rivatuner Statistics Server." That means the actual frame timing data comes through PresentMon, and the on-screen overlay you see during play comes from RTSS — so both need to be present and working for a capture to succeed.

Recording a capture

  1. Install the prerequisites. Get CapFrameX, and make sure PresentMon and RTSS are available as described above. The site's primary call to action is a Download link, which is where you obtain the tool.
  2. Launch your game first. Capture depends on a game actively rendering frames, so start the game and get to the scene or gameplay you want to measure.
  3. Start the capture in CapFrameX. Begin recording while the game is running. CapFrameX will log FPS, frametimes, and sensor data for the duration of the capture.
  4. Play through the segment you want to measure. Keep the capture running for the period that represents the workload you care about.
  5. Stop the capture. The recorded data is then available for analysis.
  6. Analyze or share. Use CapFrameX to analyze and plot the results, or share them with friends through the cloud service.

The expected result is a captured dataset of FPS and frametime values (plus sensor readings) that you can review as plots and metrics rather than relying on a momentary on-screen number.

Understanding the metrics you'll see

CapFrameX's own blog posts explain that the tool reports several performance metrics, including frametimes, FPS, median, percentiles, and x%-low values. One featured post specifically addresses a common confusion: why analysis can show FPS values lower than what you saw in-game. This matters because the FPS number displayed live during play and the FPS computed from a full frametime capture are not the same measurement — the analysis reflects the complete distribution of frames, including slow ones, which is exactly why frametime-based metrics like percentiles and x%-low are useful for judging smoothness rather than just average speed.

Common sticking points

  • No overlay or no data: Since the overlay comes from RTSS and capture comes from PresentMon, a missing or misconfigured one of these is a likely cause of a capture that doesn't start or shows nothing.
  • FPS looks lower than in-game: This is expected behavior that CapFrameX documents directly — the analysis is derived from frametimes across the whole capture, so it can differ from the live in-game counter.
  • Capture without a game running: The tool records frames while a game runs, so there is nothing to capture if no game is rendering.

For the exact current download, installation steps, and any configuration specifics, use the Download link and the metrics-explained blog posts on capframex.com, since those reflect the tool's current state.

Why CapFrameX Shows Lower FPS Than Your Game's Counter

CapFrameX often reports a lower average FPS than the in-game counter because the two tools measure different things over different time windows. CapFrameX captures every frame's frametime through Intel's PresentMon and then derives FPS from that complete frame data, while an in-game counter typically shows a smoothed, instantaneous rate. The gap is expected, not a bug, and it usually means CapFrameX is giving you the more honest number for the captured period.

Where the difference comes from

Frametime vs. FPS as the raw measurement

CapFrameX records frametimes — the time each frame takes to render — and calculates FPS from them. The site's own blog post "The challenge of displaying performance metrics as FPS" addresses exactly this question: why analysis shows FPS values lower than what you saw in the game.

An in-game counter is usually a running average or a smoothed instantaneous value, updated frequently and often rounded. It answers "how fast does it feel right now." CapFrameX answers "what did every captured frame actually cost," which is a stricter question.

The averaging method matters

A simple average of FPS values is not the same as the reciprocal of the average frametime. Because FPS is a rate (frames per second), short slow frames — the stutters — pull the average down more than they appear to in a smoothed counter. If CapFrameX reports a lower average, it is often because those slow frames are included rather than averaged away.

The capture window is complete, not selective

The in-game counter runs continuously and you tend to read it during the smooth parts. CapFrameX analyzes a defined capture window that includes loading transitions, shader compilation hitches, and scene changes if they fall inside it. A capture that includes a single heavy spike will show a lower average than the counter you glanced at during normal play.

How to read the numbers correctly

Metric What it tells you Why it can differ from the game counter
Average FPS Mean rate across all captured frames Includes slow frames the counter smooths out
Frametime Cost of each individual frame The raw data; FPS is derived from it
Median Middle frame's performance Less affected by a few extreme spikes
Percentiles Distribution of frame performance Shows consistency the average hides
x%-low Average of the worst x% of frames Surfaces stutter the counter never shows

The site's "metrics explained" post covers frametimes, FPS, median, percentiles, and x%-low, and is the reference for how CapFrameX calculates each one.

Practical steps to make a fair comparison

  1. Capture a representative window. Start recording after the scene has loaded and shaders have compiled, so the capture reflects gameplay rather than startup.
  2. Compare like with like. Put the in-game counter and CapFrameX side by side over the same segment. If the counter is a smoothed average, expect it to sit above the CapFrameX average.
  3. Look past the average. Check median and x%-low. A high average with a poor x%-low means the game feels worse than the average suggests — and that is the information the in-game counter is hiding.
  4. Repeat the capture. One run can be skewed by a single background task. Two or three captures of the same route give you a stable picture.

When a lower number is actually a problem

A lower CapFrameX average is normal. It is worth investigating when:

  • The gap is large and consistent, not just a few percent.
  • x%-low is far below the average, indicating regular stutter.
  • Frametime shows periodic spikes at a fixed interval, which can point to a background process or a driver issue rather than the game itself.

In those cases the difference is not a measurement artifact — CapFrameX is showing you a real performance characteristic that the in-game counter does not surface.

The takeaway

Treat CapFrameX as the detailed record and the in-game counter as a quick glance. When they disagree, CapFrameX is usually right about the captured window, because it works from complete frametime data rather than a smoothed rate. Use the average for a headline figure, and median, percentiles, and x%-low to judge how the game actually feels.

What is CapFrameX?

CapFrameX is a Windows benchmarking tool for recording and analyzing game performance. It captures FPS, frametimes, and sensor data while you play, then lets you analyze, plot, and share the results. It is built on Intel's PresentMon for capture and uses RivaTuner Statistics Server (RTSS) for its overlay. If you need detailed, reproducible performance data rather than a single average FPS number, this is the kind of tool you are looking for.

What it captures

While a game is running, CapFrameX records:

  • FPS — frames per second over time
  • Frametimes — the time each individual frame takes to render
  • Sensor data — hardware telemetry captured alongside the run

The tool is described as a source for "detailed and reliable benchmarks," which is the core distinction from simple FPS counters: it keeps the raw per-frame data so you can analyze it after the fact.

How it works under the hood

Two components do the heavy lifting:

Component Role
Intel PresentMon Frametimes capture
RivaTuner Statistics Server (RTSS) On-screen overlay

Because capture is based on PresentMon, the data reflects what the presentation pipeline actually delivers, not an estimate. The overlay is provided separately by RTSS, so RTSS needs to be present for the overlay to function.

Why frametimes matter more than average FPS

CapFrameX's own blog posts address a common confusion: why analysis can show FPS values lower than what you see in-game. The explanation is that average FPS hides frame-to-frame variation. Two runs can share the same average FPS while one feels smooth and the other stutters. CapFrameX therefore reports metrics such as:

  • Frametimes — the per-frame timing that reveals stutter
  • Median — the middle value, less skewed by outliers than the mean
  • Percentiles — the distribution of performance across the run
  • x%-low — the average of the worst x% of frames, a common measure of worst-case smoothness

The site explicitly documents how CapFrameX calculates FPS, so the numbers are traceable rather than opaque.

What you can do with the results

  • Analyze a captured run using the built-in metrics
  • Plot the data to visualize frametime spikes and trends
  • Share results with others through the tool's cloud service

That last point matters for comparisons: instead of trading screenshots, you can share the underlying capture.

Who it is for

CapFrameX suits users who need reliable, detailed benchmarking data — for example, comparing two GPUs, testing a driver update, tuning in-game settings, or verifying that a system maintains consistent frametimes under load. If you only want a quick FPS readout, a simpler overlay is enough; if you need to prove or diagnose performance behavior, the per-frame data here is the point.

To get started, download it from capframex.com and run a capture while playing your game.

Where to Download CapFrameX and Share Benchmark Results

You can get CapFrameX from its official site, capframex.com, where the download entry and the cloud-sharing service for benchmark results are both hosted. This applies if you want to record FPS, frametimes, and sensor data while gaming, then analyze the results or send them to others. The site also links to documentation and blog posts explaining how the metrics are calculated.

Downloading CapFrameX

The homepage presents CapFrameX as a "Frametimes capture and analysis tool based on Intel's PresentMon," with its overlay "provided by Rivatuner Statistics Server." The download entry sits on that same page.

Before you start, note two dependencies the site names explicitly:

  • Intel PresentMon — the capture foundation CapFrameX is built on.
  • Rivatuner Statistics Server (RTSS) — supplies the in-game overlay.

The site describes the tool's purpose as recording "Frames per Second (FPS), Frametime and Sensors while running your favourite game," then analyzing and plotting the results. The download link is the starting point for all of that; the page does not state pricing or login requirements for the download itself, so treat those as unconfirmed rather than assuming the tool is free or account-free.

Sharing Results Through the Cloud Service

The same source description states you can "share them with friends using our cloud service." That is the distribution path for benchmark data: capture a run, analyze it in the tool, then publish it through the cloud service so others can view the results.

The site does not document the exact sharing steps, account requirements, or link formats on the pages captured here. If you need those specifics, check the site directly rather than relying on secondhand instructions.

What Else the Site Offers

Beyond the download and cloud service, capframex.com carries explanatory material. Two featured blog posts are listed:

Post Date Topic
Metrics explained 5/31/20 Frametimes, FPS, median, percentiles, x%-low
How CapFrameX calculates FPS 6/27/20 Why analysis can show FPS lower than the in-game counter

The second post addresses a common confusion directly: "Why does my analysis show fps values that are lower than what I've seen in the game?" If your recorded numbers look off compared to the game's own counter, that article is the intended explanation.

Who This Fits

This setup suits anyone who needs to distribute or present benchmark data — reviewers, hardware testers, or players comparing configurations — because the cloud service turns a local capture into something shareable. If you only want a quick FPS readout, the overlay plus the tool's analysis may be more than you need; the sharing feature matters most when someone else has to see the numbers.

Website Overview

An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality. Several search or sharing settings need attention. Together they may make snippets, preview images or preferred URLs less consistent across platforms.

Domain and Registration

Registered in 2019, this domain has about 7 years of history. That suggests continuity, although ownership and purpose may have changed. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

The observed email authentication setup is incomplete: SPF is missing. Nameservers are provided by rzone.de, indicating managed DNS hosting. MX records point to the rzone.de email service. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed. The lowest observed DNS TTL is 150 seconds.

TLS and Certificates

The certificate uses an RSA 4096-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

X-Powered-By exposes backend information: Express. The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No obvious internal addresses or debug information were found in the headers. No explicit CDN or WAF marker was found in the response headers. No CORS permission header was found, so browsers normally restrict cross-origin script access.

Technology Stack Analysis

The public page identifies Angular, Express without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

The meta description has 190 characters and may be shortened in search results. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. JSON-LD includes Organization data, helping describe the organization as an entity. The title has 9 characters, within a common display range. No Generator meta tag is publicly exposed.

Hosting and Email

DNSrzone.de
Hostingcapframex.com
Emailrzone.de
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) Germany flagNuremberg, Bavaria, Germany Inferred 152.53.145.8

Registration details

RDAP / WHOIS

RegistrarCronon GmbH
Registered2019-06-05
Expires2027-06-05
Domain statusactive
Nameserversdocks05.rzone.de、shades03.rzone.de
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Acapframex.com152.53.145.8150—
AAAAcapframex.com2a0a:4cc0:c1:2b5a::1150—
MXcapframex.comsmtpin.rzone.de1505
NScapframex.comdocks05.rzone.de150—
NScapframex.comshades03.rzone.de150—
CNAMEwww.capframex.comcapframex.com150—
DMARC_dmarc.capframex.comv=DMARC1;p=reject;150—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectcapframex.com
IssuerLet's Encrypt
Valid until2026-12-07T17:59 · Remaining when checked: 63 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

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HTTP

HeaderValue
content-typetext/html; charset=utf-8

Identified technologies

AngularExpress

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