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Maximum Pre-rendered Frames and how it works

Posted: 11 Jan 2014, 08:36
by Kirayamato
hi guys as you may know there is a setting in nvidias control panel Maximum pre-rendered frames i want to know how it works and i have it set to 1 right now does this have any correlation to ur monitors display example if i am on a 144 hz monitor should i have atleast 145 fps to have atleast one pre rendered frames (just an example) just wanna know how it works and how it effects input lag

Re: Maximum Pre-rendered Frames and how it works

Posted: 11 Jan 2014, 08:55
by SS4
Check that topic:
http://forums.blurbusters.com/viewtopic.php?f=2&t=98

The information you are looking for might be in there somewhere iirc

Re: Maximum Pre-rendered Frames and how it works

Posted: 11 Jan 2014, 10:21
by Chief Blur Buster
It's a very similar topic, but the "Maximum prerendered frames" is different -- I'd love to hear sharknices' comments on this one.

Re: Maximum Pre-rendered Frames and how it works

Posted: 11 Jan 2014, 14:59
by nimbulan
From what I understand, pre-rendered frames is the number of frames-worth of information the CPU can calculate ahead of the video card, basically letting game logic run ahead of the display. When set higher than 1, the game can queue up multiple frames for rendering, causing input lag and potentially stuttering. The setting is meant to smooth out gameplay when frame times are highly variable and you turn pre-rendered frames up, but in practice it seems to have the opposite effect. The actual effect varies per game, though you will see a substantial benefit in some by turning it down. I know Guild Wars 2 has some pretty significant input lag with vsync on if this setting is higher than 1.

Basically, keep it at 1. If you have abnormal stuttering problems in a specific game, you can try turning it up and see if there's any change.

Re: Maximum Pre-rendered Frames and how it works

Posted: 12 Jan 2014, 17:34
by Chickenfeed
It is worth noting, to work efficiently, SLI requires this be left untouched, downwards anyways (which is the default of 3)

Re: Maximum Pre-rendered Frames and how it works

Posted: 13 Jan 2014, 00:55
by sharknice
Chickenfeed wrote:It is worth noting, to work efficiently, SLI requires this be left untouched, downwards anyways (which is the default of 3)
I use SLI and it won't let me set anything other than "Use the 3D application setting" on mine. So I'm assuming it is up to the game on how to handle it. If I had a choice I would set it to 1. Most games I play are CPU bottlenecked anyways. I think anything higher than 1 would add quite a bit of input lag.

Re: Maximum Pre-rendered Frames and how it works

Posted: 13 Jan 2014, 03:35
by Chickenfeed
You can override it in NV Inspector. For all around compatibility's sake NV disable altering it via their CP.

2 can work with 2 way SLI but 1 will starve the gpus for information and thusly cripple performance in many cases. 3 and 4 way configs are even more reliant on a deeper setting to perform to their potential.

For older/less demanding stuff where SLI is overkill, I diable it per game profile and set it to 1.

Re: Maximum Pre-rendered Frames and how it works

Posted: 14 Jan 2014, 06:03
by Q83Ia7ta
Chief Blur Buster wrote:It's a very similar topic, but the "Maximum prerendered frames" is different -- I'd love to hear sharknices' comments on this one.
Maximum Pre-rendered Frames is directx option
Maximum prerendered frames is opengl option
Nvidia Control Panel let you set only "Maximum Pre-rendered Frames" and after that same value set to "Maximum prerendered frames". Checked with NVIDIA Inspector.

Re: Maximum Pre-rendered Frames and how it works

Posted: 14 Jan 2014, 07:56
by RealNC
Here's a suggestion for the Chief: do an article about input lag with SLI vs single GPU :-)

Re: Maximum Pre-rendered Frames and how it works

Posted: 14 Jan 2014, 15:49
by JakeNQuake
RealNC wrote:Here's a suggestion for the Chief: do an article about input lag with SLI vs single GPU :-)
+1 would love to know more about that topic.