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So some experimentation is required to determine the optimal setting for each game on your system. In some cases, lowering this setting may actually reduce stuttering or improve performance, likely on systems where the CPU is much slower than the GPU. In practice however, the impact of altering this setting appears to be quite complex.
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In theory, higher values ensure smoother framerates but with potentially more input lag, while lower values can help reduce input lag, but may result in stuttering or lower performance. If you wish to override this, you can specify precisely how many frames can be pre-rendered here ranging from 1 to 4 frames.
#Nvidia control panel optimal settings windows#
When set to Use the 3D Application Setting, games will either use their own value, possibly determined by an in-game setting, or the Windows default of 3. The available options for this setting are Use the 3D Application Setting, 1, 2, 3 and 4. a delay between your input via keyboard or mouse, and the resulting impact on the image displayed, commonly referred to as input lag. The disadvantage of buffering frame data in advance of displaying it is that it can increase latency, i.e. The benefit of having frame data buffered in advance of being processed by the GPU is that it helps keep the GPU consistently fed with data, smoothing out any small variations in rendering times. In simple terms, this option controls the maximum number of frames the CPU prepares in advance of being rendered by the GPU. The context queue is a buffer (storage area) for custom data which has been prepared specifically for processing by the GPU. Maximum Pre-Rendered Frames: This setting controls the size of the Context Queue, also known as the Flip Queue or Render Ahead Queue, as explained in this article. Nvidia GeForce Tweak Guide Nvidia Control Panel (Pt.3)