Razer Game Booster was a free PC utility that combined a game launcher with tools for reducing background activity, backing up saved progress and recording gameplay. Its boosting utilities were later incorporated into Razer Cortex. The original application brought these tasks into the same place as the user’s game collection.
The launcher scanned the PC for installed games and assembled them into a library. This gave players a central place to find and launch existing titles, with automatic scanning helping keep the collection current as games were added.
Game mode
Game Mode temporarily stopped unnecessary applications and background functions while a game was running. This reduced the other work competing for the computer’s resources during play. When the player exited the game, Razer Game Booster restored the applications it had stopped, making the change specific to the gaming session.
The extent of any performance improvement depended on the background workload that could be removed.
Calibrate Mode maintenance tools
Razer Game Booster also offered PC configuration tools through its Calibrate Mode. These covered system setting adjustments, outdated driver updates and disk defragmentation, bringing several maintenance tasks into the game utility.
The defragmentation function prioritized game folders when reorganizing files on disk. Driver updates addressed the software used by the PC’s hardware components.
Save backups
The Save Game Manager beta backed up local game saves and settings to Dropbox. For supported games, backups ran automatically when progress was saved, so the player did not have to locate and copy each save file after playing. Keeping settings alongside progress also preserved choices such as resolution and graphics filtering.
Razer Game Booster included a supported-game list and allowed games to be added manually. This function depended on games having local save files; it was designed to copy those files to cloud storage.
Gameplay capture
Razer Game Booster’s capture tools recorded in-game audio and video and took screenshots. A customizable hotkey let the player trigger capture during play, allowing a gameplay moment or a sequence of actions to become an image or recording.
The screen capture gallery kept the results together and included sharing to Facebook and YouTube. Video recordings had no imposed duration limit or added watermark.






