> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# SetStablePowerState

> A development-time aid for certain types of profiling and experimental prototyping.

A development-time aid for certain types of profiling and experimental prototyping.

## Syntax

```cpp theme={null}
HRESULT SetStablePowerState(
    BOOL Enable
)
```

### Parameters

*Enable*\
Type: BOOL

Specifies a BOOL that turns the stable power state on or off.

### Return value

Type: HRESULT

This method returns one of the [Direct3D 12 Return Codes](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/d3d12-graphics-reference-returnvalues).

## Remarks

This method is only useful during the development of applications. It enables developers to profile GPU usage of multiple algorithms without experiencing artifacts from [dynamic frequency scaling](https://en.wikipedia.org/wiki/Dynamic_frequency_scaling).

Do not call this method in normal execution for a shipped application. This method only works while the machine is in [developer mode](https://learn.microsoft.com/en-us/windows/uwp/get-started/enable-your-device-for-development). If developer mode is not enabled, then device removal will occur. Instead, call this method in response to an off-by-default, developer-facing switch. Calling it in response to command line parameters, config files, registry keys, and developer console commands are reasonable usage scenarios.

A stable power state typically fixes GPU clock rates at a slower setting that is significantly lower than that experienced by users under normal application load. This reduction in clock rate affects the entire system. Slow clock rates are required to ensure processors don't exhaust power, current, and thermal limits. Normal usage scenarios commonly leverage a processors ability to dynamically over-clock. Any conclusions made by comparing two designs under a stable power state should be double-checked with supporting results from real usage scenarios.

## Requirements

**Header:** d3d12\_xs.h or d3d12\_x.h\
**Library:** d3d12\_xs.lib or d3d12\_x.lib\
**Supported Platforms**: XBOX Series consoles and XBOX One family

## See Also

[ID3D12Device](/reference/graphics/d3d12_x/interfaces/id3d12device/id3d12device)


## Related topics

- [Balancing performance and power efficiency](/build/gdk-and-engines/handheld/handheld-performance.md)
- [Dynamic Power States (DPS)](/build/game-principles/sustainability/dynamic-power-states.md)
- [XR-074 Loss of Connectivity to XBOX and Partner Services](/publishing/certification/xr/xr-074.md)
- [XR-001 Title Stability](/publishing/certification/xr/xr-001.md)
- [XBOX Certification overview](/publishing/certification/overview.md)
