The Guardian engines explained

Guardian's work is split into small, single-purpose "engines." Each one does exactly one job, and the main cycle runs them in order every 3 minutes. The Guardian page lists all 16 numbered engines on its status card; some run every cycle and the housekeeping ones run on slower schedules. Here's what each one actually does — in plain English.

The detection engines (always run)

The aggressive engines (Pro, only while gaming)

These run only after a real game is confirmed. They target the game/emulator process, not your whole system.

Timer resolution is handled by the native tuning step above — there's no separate timer engine doing redundant work.

The App Priority Manager (Engine 12, Pro)

This is the engine that gives you back 2–4 GB of RAM during a session without breaking your chat. While gaming it:

When gaming ends, it restores every app it demoted back to Normal I/O and memory priority. These apps live between sessions, so leaving them throttled would be a bug — Guardian explicitly tracks and un-does it.

The slow-cadence housekeeping engines

These don't run every cycle — they're rate-limited so they stay out of your way:

Why "single responsibility" matters here

Each engine is wrapped so that if one fails, it logs a short note and the cycle carries on — one flaky check can never break the whole pass. That's why the log is full of short per-engine lines (e.g. ② Available RAM: 5120 MB). It's a deliberate, auditable design rather than one giant opaque "optimize" button.

FAQ

Why does Guardian set High priority instead of Realtime?

Realtime priority can starve essential system threads and cause stutter or hangs. High gives your game a strong, reliable scheduling advantage without that risk. Guardian sets High while gaming and reverts to Normal afterward.

Does Engine 12 mute my Discord calls?

No. Engine 12 only demotes Discord's renderer/GPU child processes (identified by --type= in their command line) and trims their memory. It specifically protects the main Discord voice process, so your call quality is unaffected. It restores everything when you stop gaming.

Why didn't Guardian kill the Print Spooler or clear my shader cache?

On purpose. Killing the Print Spooler would lose queued print/scan jobs for negligible FPS gain, and deleting the DirectX shader cache mid-game forces shaders to recompile, causing stutter. Guardian deliberately leaves both alone during a session.

How often does the driver and junk-clean work run?

Both are rate-limited to once per 24 hours. The driver check is detect-only by default (auto-install is optional Pro). Auto-Clean is off by default and, when on, only touches safe categories while idle. Neither runs while a game is active.

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