Maximum pre-rendered frames

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Misha1337
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Maximum pre-rendered frames

Post by Misha1337 » 06 Mar 2025, 18:13

Does changing the value of Maximum pre-rendered frames in Nvidia inspector still has an effect over low latency mode? Like setting low latency mode off and setting Maximum pre-rendered frames to 4 for example in inspector still give an effect?

Hyote
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Re: Maximum pre-rendered frames

Post by Hyote » 06 Mar 2025, 19:32

I haven't had an Nvidia GPU for a while but it should work as I recall. I hope you don't want to actually set it to 4 as it's going to cause a lot of input lag. Ideally it should be set to 1 or 0.

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Slender
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Re: Maximum pre-rendered frames

Post by Slender » 08 Mar 2025, 08:19

enable low latency = 1
low latency ultra = 0

Misha1337
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Re: Maximum pre-rendered frames

Post by Misha1337 » 08 Mar 2025, 09:51

Slender wrote: ↑
08 Mar 2025, 08:19
enable low latency = 1
low latency ultra = 0
What if I want to try another values like 3 or 4

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RealNC
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Re: Maximum pre-rendered frames

Post by RealNC » 08 Mar 2025, 10:02

Misha1337 wrote: ↑
08 Mar 2025, 09:51
What if I want to try another values like 3 or 4
It used to work in the past (years ago.) Now it appears it doesn't do anything. Although it might depend on the game, not sure.

Years ago, when setting it to 8 for example, with 60Hz vsync the input latency would be insane. Like almost half a second delay between mouse movement and game camera response. This doesn't happen anymore.

The only way I know to use such higher numbers of pre-rendered frames is to do it in the game itself with SpecialK, by setting frame buffers and max device latency accordingly. Max device latency is the pre-rendered frames queue size:

render_lat.png
render_lat.png (64.7 KiB) Viewed 14588 times

This gives a render latency of 6 frames. There is no practical use to doing this, mind you. Games are unplayable like this, due to very high amounts of input lag.
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n3thshan
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Re: Maximum pre-rendered frames

Post by n3thshan » 16 May 2025, 04:34

I have question (not sure if it is related): Is it possible to set the backbuffer count to 2 with NVCP/Latency Mode (preferred) so i can use triple buffered vsync at 60fps (60hz monitor btw) without Profile Inspector nor Special K? I want to do this for games that may have occasional dips below 60. TIA!

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RealNC
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Re: Maximum pre-rendered frames

Post by RealNC » 16 May 2025, 05:35

n3thshan wrote: ↑
16 May 2025, 04:34
I have question (not sure if it is related): Is it possible to set the backbuffer count to 2 with NVCP/Latency Mode (preferred) so i can use triple buffered vsync at 60fps (60hz monitor btw) without Profile Inspector nor Special K? I want to do this for games that may have occasional dips below 60. TIA!
You can't do this through the driver. Neither NVCP nor profile inspector can force that. The game itself needs to set up the swapchain with the amount of buffers it wants. This is why SpecialK can do it, because it injects into the game to make it request a different amount of buffers. And even then, SK can only do that with DX11 games. It can't do it with DX9 and DX12 games.

The only case where the driver can force triple buffer is some older OpenGL games, which is what the NVCP "triple buffer" option does.

An alternative solution is using nvidia fast sync (set the NVCP vsync option to "fast.") This will use a different kind of triple buffer, but for your purposes it should have the same effect: preventing drops to 30FPS when the game can actually run in the 50s. I'm not sure if fast sync works with anything else than DX11 though.
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