EDP Sciences logo

Maximum pre rendered frames not showing. Virtual Reality pre-rendered frames.

Maximum pre rendered frames not showing Cpu has to prepare 1 frame for gpu in advance, so after gpu finishes one frame, it has something to do. Posted by StridingShEp: “Bring back Pre-rendered frames 0! In Quake 2 for example, I forced "maximum frames allowed" to 255 using NVIDIA Inspector, set /gl_swapinterval to 2 (30 FPS @ 60Hz) in the engine and was astonished at the reduction in mouse lag /gl_finish 1 made. Tibor Hazafi. Upgrading to 6700K fixed it without max pre rendered setting changes. If you're running GPU and Monitor that can do at least 120fps natively (120Hz monitor or higher), these are the settings I recommend using: Frame limiter V3 - OFF; Maximum pre-rendered frames - 3 or 6; Vertical sync - 1/2 Refresh Rate; If your card support Resizable bar, enable it and set these options:. (this will cause your cpu to work a bit more but removes latency) Less pre-rendered frames = less frames setup to keep the gpu busy. Home. Edit: Why use pre-rendered frame? Ideally your GPU would be ready and idle just before your CPU is done pre-rendering the next frame (1 pre-render). Lower values will reduce the number of frames ahead, potentially reducing input lag but may also impact overall performance. Pre-rendered frames UE4 is aimed at low-powered, low-resource devices first and foremost, then consoles, and finally the PC. Checked with NVIDIA Inspector. 0: 1123: March 18, 2019 Any news about stereoscopic rendering in directly in create? Samples & Examples. On a side note I'd recommend setting maximum pre-rendered frames to 1. Mar 10, 2023 · The NVIDIA Control Panel has enabled GeForce gamers to adjust the “Maximum Pre-Rendered Frames” for more than a decade, the number of Mar 18, 2019 · Is there a way to change “maximum pre-rendered frames” option on linux. 20. e. Of course, Setting it to Zero (Ultra) will kill your fps and introduce stutter. The higher MPRF is set to, the higher the input lag will be. This might sound confusing, I know, but it's true. Make sure your Maximum pre-rendered frames are set to 1, Preferred Refresh Rate to Highest available, and then off/force off for V-Sync and Triple buffering. One of the negative side effects of using a higher pre-rendered frame buffer is higher latency. Date Posted: Dec 21, 2017 @ 4:00am. In any case. This is “just in time frame scheduling,” and it will “further [reduce] latency by up to 33%” over just using the Maximum Pre-Rendered Frames option. So ♥♥♥♥♥♥♥ around the settings I notice Pre-Rendered Frames. Date Posted: Jul 4, 2018 @ 7:32am. NVAPI. Setting it to On (not Ultra) is equal to setting Maximum Pre-rendered Frames to 1. Dec 2020. Email Me. What I changed did not work and might have made it worse. VR pre-rendered frames wouldn't make a difference if PUBG isn't using the VR-specific APIs within nVidia's SDK. In practice though the difference May 22, 2023 · Look for an option related to "Maximum Pre-Rendered Frames" or "Max Frames Ahead. Maximum Pre Rendered Frames in Control Panel Gone? celner4 . On my 970 putting max pre rendered frame to 3 or 4 fixed my TW3 stutter in Novigrad. Graphics Cards . How do Maximum Pre-Rendered Frames Work? Before explaining the working of pre-loaded frames I shall explain one term most people are not familiar with and that is “Flip Queue”. Nvidia Control Panel let you set only "Maximum Pre-rendered Frames" and after that same value set to "Maximum prerendered frames". Is this suppose to be gone? Is it only on my end? Or when was this removed if it was, I’ve just only noticed now. Close. Home Forums > Videocards > Videocards - NVIDIA GeForce > Maximum Pre-rendered Frames -- How does it actually work? Maximum pre-rendered frames. With MPRF 1, the CPU will only run ahead of the GPU by 1 frame, so only 1 frame of input lag. If you can find it, set it to the minimum value (either 0 or 1, I forget which) because setting it any higher will cause SE5 to render future frames in advance, slowing the game down; the game doesn't actually seem to be smart enough to actually use those pre-rendered "Maximum Pre-Rendered Frames: If available, this option - previously known as 'Max Frames to Render Ahead' in old Forceware versions - controls the number of frames the CPU prepares in advanced of being rendered by the GPU. That's exactly where input lag is coming from. Not a single hiccup. Maximum pre-rendered frames: (Use the 3D application settings) OpenGL rendering GPU: (Auto-select) Power management mode: (Optimal Power) Showing 1-15 of 22 comments . Hey, just asking if there is a known solution to fix the damn micro-stuttering. Anti-aliasing reduces FPS in most cases and Pre-rendered frames refers to frames being queued on the CPU higher the Pre-rendered frames the less likely you are to get screen tearing. Hello. Unlike triple buffering, this setting is NOT for finalized frames, but for displaylists. The default value is 3 I've recently had a few users asking me about this setting and it's relation to G-SYNC in the comments section of the G-SYNC 101 article. Stacking up pre-rendered frames can help alleviate performance drops but it adds a significant delay to responsiveness so it isn't worth using. -REDUCE BUFFERING optimal setting: on benefit of optimal setting: reduced input lag drawback of optimal setting: decreases fps, especially minimum fps, due to increased cpu idle time note: nvidia control panel has a setting called Maximum pre-rendered frames. Maximumj pre-rendered frames: 1 Multi-display/mixed-GPU acceleration: Single display performance mode Power management mode: Prefer maximum performance Shader Cache: On Threaded optimization: On Triple buffering: On *Vertical sync: Adaptive Edit: reports suggest that some of these settings are entirely useless in this case. In practice though the difference will barely be noticeable. The range is usually from 1-4 frames. It controls how many frames CPU prepares in advance of being rendered by the GPU. Counter-Strike 2 > General Discussions > Topic Details. 3) 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. Virtual Reality pre-rendered frames. It results in less latency and less gpu performance. FPS back up to 144, No frame drops (I even had a moment in casual where all 4 of us hit the ball at once and I didnt loose a single garsh dang frame) and cpu usage down to "Maximum Pre-Rendered Frames: If available, this option - previously known as 'Max Frames to Render Ahead' - controls the number of frames the CPU prepares in advanced of being rendered by the GPU. Weird mouse stutter as well The Fix Go to Nvidia Control panel and set Power management mode to use prefer maximum performance and change maximum pre rendered frames to 3. Low Maximum Pre-rendered frames in NVinspector Cool, I tested all of them and none work. cfg instead of GPU_MaxFramesAhead=1000 and GPU_DetectedFramesAhead=3 values of 1. Linux. "On" sets it to 1 and "Ultra" I don't know how but further limits the pre rendered frame and works well with g-sync and v-sync enabled. Pre-rendered Frames keeps the GPU always feed with tasks, so once one task has finished the GPU already knows what to do and immediately starts the next task in the queue, hence the input lag since the GPU is a few frames "behind", in average most games use a setting of 3 frames ahead, 1 frame must always be prepared ahead by the CPU so the GPU knows what to do, In the settings for the program, scroll to 'Maximum pre-rendered frames' and ovveride the global default and set it to '1'. 4 for 4 frames, so there will be huge input lag. 2: 399: September 13, 2022 Maximum pre-rendered frames option. I was having 42 fps but it stuttered badly on my 2500K 4. Discussion Hi guys. So I stumbled on this kind of accidentally. It's a more accurate representation of what your real performance looks like. < > Showing 1-3 of 3 comments Showing 1-3 of 3 comments . rBAR Option - 0x00000001; rBAR Size Limit - Fewer pre-rendered frames mean more consistent frame times but higher latency, more means less frame time consistency but lower latency. Is there a way to change “maximum pre-rendered frames” option on linux. Continuing a streak of totally game breaking issues, here are the dreaded 30 FPS locks. Forum Actions. This works with all GPUs. I'm doing this to find out if there are options that help further reduce input latency/lag mainly in competitive video games (CS:GO, Overwatch, Fighting Hello there guys, I recently came across CaptaPraelium's thread here on how "Maximum Pre-rendered Frames" works and was wondering if anyone could help Log in or Sign up. ) Okay, so, as I am want to do, I'm here tweaking with settings trying to various settings in Nvidia Control panel, striving for that optimal experience in Fallout 4. 2. But yes, that entry concerning max pre-rendered frames only applies to games that allow the NVCP to override the in-game behavior. Please tell me whether the setting of Maximum pre-rendered frames in Nvidia Control Panel is analogous to GPU_MaxFramesAhead or GPU_DetectedFramesAhead in DayZ settings. The CPU will attempt to render ahead the amount of set pre-rendered frames, it might not achieve this. nVidia just relabeled the ages old Maximum Pre-Rendered Frames Feature. Had this problem for a while now. cfg? In many guides (in most of them) people recommend in DayZ. - The newest driver 436. also i think it work with adaptive sync tech) or 1 (perfect for smooth gaming without dips), but i must admit my rig is among the 1%. ) The reason for this is that the FPS measured by MSI afterburner or fraps, is measured at the GPU, not the monitor. But in the case it does, set it to 1. Jan 7, 2018 @ 6:55am Btw does force 16x AF help with PUBG? I have the same question regarding 'Maximum pre-rendered frames'. Most of the time it doesn't do anything when g-sync module works properly, Showing 1-15 of 15 comments . Good afternoon. So if you have no issues in games u play, keep it auto. VR Pre-Rendered Number of Frames/Frames to render Ahead? AMS2: Support Hey guys, I'm trying to get the last bit of VR hitching worked out. It wont affect almost anything, trust me. I believe the default is 3 in DirectX but games can decrease/increase it to their preference. The term “maximum pre-rendered frames” is used to describe the setting that controls the size of the flip queue. I don't mind frame rate drops, what I hate is choppy frame rate. With newer NVIDIA drivers, this option was renamed to Low Latency Mode. King Mustard. Right click your desktop, choose "NVIDIA Control Panel", on the top left choose "Manage 3D settings", then at the bottom of the list in the middle of the screen should be "Virtual Reality pre-rendered frames". Virtual reality (VR) simulates a three-dimensional world to give users an immersive experience. Hardware. Also, scroll down more and check 'Virtual Reality pre-rendered frames'. In a game like csgo, the performance hit will be miniscule on a modern gpu, but with high enough fps, the latency measure might be equally imperceptible. As for the "0" setting in that game, I can't imagine what that actually does. Aug 2019. guru3D Forums. rBAR Option - 0x00000001; rBAR Size Limit - Virtual Reality pre-rendered frames: 1 This does not affect the performance in anyway because we are not using Virtual Reality in this game. If the game pre-renders 4 frames before displaying them, your actions can seem to be delayed. . As for NVCP’s Maximum pre-rendered frames setting, I do have a paragraph on that in part 14 of my article (under “Maximum Pre-rendered Frames: Depends”), and, to be clear here, the pre-rendered frames queue has nothing to do with the need to limit the framerate 3 FPS below the given max refresh rate with G-SYNC enabled. Maximum Pre-rendered frames: 2 Pre-rendered frames controls how much the CPU is allowed to work ahead of the GPU when processing a frame. You can't really have "0" pre-rendered frames with a maxed GPU, so perhaps it just reverts to system default (0-3 pre-rendered frames). The context queue is a buffer (storage area) for custom data which has been prepared specifically for processing by the GPU. That is why the drivers default was set to 3 for many years, to get the bigger fps results compared to amd. Anti-Aliasing. Missing option for Maximum Pre rendered frames in Nvidia Control Panel. Instead of the CPU waiting for the GPU to finish working, it can already start working on the next frame. set Maximum pre-rendered frames from my application . I thought of adding a line about how the "Maximum pre-rendered frames" setting doesn't work in every game, but then you open a Pandora's box in which the next obvious question is, "then what games don't work with it?" Hi, everyone! I'm looking to find out if there are possible ways of reducing input lag in the games by means other than just simply disabling VSync, mainly, through NVIDIA's Control Panel + NVIDIA Profile Inspector. While setting the option “On” had literally no effect, selecting “Ultra” did Maximum Pre-Rendered Frames: If available, this option - previously known as 'Max Frames to Render Ahead' - controls the number of frames the CPU prepares in advanced of being rendered by the GPU. Hey, so I've hear setting pre-rendered frames to 1 in nvidia drivers will reduce input lag and in some cases increase fps (in cases where the CPU is bottlenecking it might be decreased fps though, atleast from what I read) 2 - Sync and Refresh Frame Rate Limiter - Off Frame Rate Limiter Mode - 0x00000010 PS_FRAMERATE_LIMITER_2_CONTROL_ALLOW_ALL_MAXWELL This Nvidia Virtual Reality Pre-Rendered Frames 1 or 4 | Maximum Pre Rendered Frames Best Nvidia Control Panel Settings tips, tricks, tweaks and optimization Think of it as an assembly line where on one end you are generating the latest frame and on the other your GPU is sending it to the display. PUBG: BATTLEGROUNDS > General Discussions > Topic Details. 22 Aug 4:52AM. view all replies. Using 1 pre-rendered frame means you are just more likely to be bottlenecked by CPU from single thread performance. Aug 20, 2014 43 0 (the other options are 1,2,3 and 4 pre-rendered frames) Anyway, I did some reading, Nvidia GeForce Tweak Guide [Page 7] Nvidia Control Panel (Pt. Also, in Verticle Sync, I don't have the option of Adaptive either, strange. Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by Saifz, May 3, 2011. So you would get the extra frames being rendered, but they'd be rendered earlier than they are shown, so before you actually gave any input. 7 Ghz. Posts: 1. dogepc Reputable. 4. It's probably a good idea to test out the various options and see what works best for you. My global setting was '1' already, but, just in case it isn't for you, make sure. @RealNC Regarding the "Max Prerendered Frames" setting there's something I ran into you might want to know about. Random 30 FPS Locks During Gameplay With V-sync ON. Look for an option related to "Maximum Pre-Rendered Frames" or "Max Frames Ahead. Basically the GPU will prepare Choppy FPS - Not Smooth . " It is usually located under the "Global Settings" or "Program Settings" tab. It was renamed to latter. The default value is 3 - higher values tend to result in smoother but more laggy gameplay, while lower values can help reduce mouse and keyboard lag. Unlike “Ultra,” this will not automatically limit the framerate, but like “Ultra,” “On” (in supported games that do not already have an internal pre-rendered frames queue of “1”) will reduce the pre-rendered frames queue in GPU-bound situations where the framerate falls below the set (in-game, RTSS, or Nvidia “Max Frame Rate”) FPS limit. Maximum pre-rendered frames to 1. com, the pre-rendered frames can smooth out rendering and suggests a compromise between input lag and visual quality with a value of 3. My game just does not feel smooth whatever settings I have. Notification Preferences. Adjust the value to limit the number of pre-rendered Nov 30, 2018 · So, currently I have "Max prerendered Frames" forced to 1 (minimum) globally -- however, in DOOM (2016) with Max-prerendered frames forced to 1, G-Sync enabled, and V Dec 10, 2022 · Graphics engines queue frames to be rendered by the GPU, the GPU renders them, and then they're displayed on your PC. on = 1 Prerendered Frame Ultra = 0 Prerendered Frame (and some other optimizations) From my experience, the best trade-off between FPS, frametimes, and system latency for non-competitive games was always a capped maximum-prerendered frames settings of 2. Date Posted: Sep 3, 2018 @ 1:44pm. Each pre-rendered frame is not a presentable pre-rendered framebuffer, each pre-rendered frame is a command buffer submitted by CPU (i. To sum-up, it's not directly related to G-SYNC operation (the operation of which primarily occurs between GPU and Display), but instead to the pre-rendered frames queue (which occurs between CPU and GPU); e. System Name: hazazs: Showing 1-1 of 1 comments . Basically, 3 is the default, 1 is what generally works the best in terms of reducing input lag and in What Is Maximum Pre Rendered Frames? The number of the “flip queue” that preloads frames for smoother gameplay. (Finally, in so far as Epic have thrown us a bone. Default value is 2, that leads to 2 frames more Dec 14, 2024 · NVIDIA显卡的渲染设置中,虚拟现实预渲染帧数(VR Pre-rendered Frames)是指显卡在虚拟现实应用中提前渲染的帧数。这个设置可以影响虚拟现实体验的流畅度和延迟。最 Feb 14, 2025 · It's possible you can still use nvInspector to adjust the old setting independent of the new one. This feature was called Maximum Pre-Rendered Frames, or Max Frames to Render Ahead. Top. 1440p GSYNC 144hz monitor. This is probably not new to a lot of people, but for someone like me (whose knowledge regarding PC gaming performance is very minimal), I am delighted to have disocvered the following setting that allows me to tolerate low FPS gameplay by eliminating FPS stuttering: MAXIMUM PRE-RENDERED FRAMES! It comes at a cost, however. More fps than the hz count will give you no benefit, only screen tearing. I suggest setting this to 1 to achieve the same effect as reduce buffering on because problems have With “Ultra-Low Latency” mode, frames are submitted into the render queue just before the GPU needs them. Pretty much as the title suggests, I was looking around in the control panel to change the number of pre-rendered frames, but I cannot see the option anywhere. That allowed you to keep the number of frames in the render queue down. I know It's not setup thing, and have tried a lot of recommended fixes, including changing the video settings in-game, turning on VSYNC, tweaking the physX, limiting frame-rate, launching the game without 2K launcher, setting maximum pre-rendered frames in NVIDIA profile inspector to 1. Date Posted: Feb 21, 2019 @ 7:35am. Higher pre-rendered frames help with how smooth the game appears. Maximum Pre-Rendered Frames: If available, this option - previously known as 'Max Frames to Render Ahead' - controls the number of frames the CPU prepares in advanced of being rendered by the GPU. Cpu prepares it while gpu renders previous frame. The reason some games have horrible input latency in the first place (eg. Boom. 1 was for least input lag, creates input lag of one frame, depends on your fps and hz. Scroll down until you find "Maximum pre-rendered frames" Set this value to 2. Did I change the right setting and is there another option that you know of? If you're running GPU and Monitor that can do at least 120fps natively (120Hz monitor or higher), these are the settings I recommend using: Frame limiter V3 - OFF; Maximum pre-rendered frames - 3 or 6; Vertical sync - 1/2 Refresh Rate; If your card support Resizable bar, enable it and set these options:. At the end of this article you can find a basic visual representation of the phenomenon and the tools to observe it. Idk if I'm missing something obvious, but any help you guys could give would be greatly appreciated. Report Post. Nvidia inspector is your best bet to use the old way of limiting frames, the new way is just simpler and does the same when trying to correct input latency. g. Stuttering gone, and i mean it. However, it only works with DirectX 9 and DirectX 11 It's my understanding from what I've read that pre-rendered frames give the illusion of increased performance by rendering multiple frames in the background and pushing them out later. Re: Maximum Pre-rendered Frames and how it works. My thoughts and tips I'm currently playing on 4:3 stretched, found this to be the best resolution (recommending 1024x768 or 1280x960) as I feel the game is very smooth (a lot smoother than 1920x1080 or 16:9) and as I As NVIDIA explains, this feature builds on the "Maximum Pre-Rendered Frames" feature that's been found in the NVIDIA Control Panel for over a decade. List the model of the monitor you use for gaming. Notify Me . This command buffer is then fed into the If you have high FPS but still stutters then go to your Nvidia Control Panel -> Manage 3D settings -> Set pre rendered frames to 4 instead of 1. Change the max prerendered frames to 2 under rocket league and see if the problem persist. It regulates the number of frames that the CPU preps before the GPU renders them. It's not something an application can opt-out of, because it happens on a lower level (the driver). With "Ultra-Low Latency" mode, frames are submitted into the render queue just before the GPU needs them. * Maximum pre-rendered frames: I swear this setting used to exist, but it seems to be gone now. #1 < > Showing 1-1 of 1 comments . The Maximum Pre-Rendered Frames setting has always had an effect on input latency, regardless if the GPU is taxed or not. Maximum Pre-rendered frames? Thread starter dogepc; Start date Apr 5, 2016; Toggle sidebar Toggle sidebar. Quake Champions > General Discussions > Topic Details. It means you will get between 0-1 pre-rendered frames when your GPU is maxed. 4 pre-render frames means 4 frames on that assembly line and the frames that get displayed are "4 frames old". If you are having latency or the game feels slugish, try: Going to nvidia control panel, 3D settings and manage 3D settings (with the game closed). If the CPU does not provide everything the GPU needs to render the next frame in time, there is nothing to be shown on screen, which leads to fps drops or stutters. You Make sure your CPU and GPU is set to maximum performance powerplan. Due to the queue-ing of pre-rendered frames by the CPU latency increases. So, currently I have "Max prerendered Frames" forced to 1 (minimum) globally -- however, in DOOM (2016) with Max-prerendered frames forced to 1, G-Sync enabled, and V-sync enabled (all nvidia control panel settings) with Rivatuner capping the Power Managment mode - Prefer Maximum Performance Maximum Pre-Rendered Frames - 3 and etc. Pretty much as the title suggests, Sep 5, 2019 · Fewer pre-rendered frames mean more consistent frame times but higher latency, more means less frame time consistency but lower latency. 11 Replies. It can in some circumstances improve FPS but it's a very case by case situation this happens. Vsync on can cause stuttering and lower framerates. Couldn’t find it in nvidia-settings gui, and no option in output of: nvidia-settings -c :0. GPU/CPU/Drivers will allocate the best amount of prerender for the PC Owner if its a CPU powered game like section 8, 8 frames pre-rendered and if its a GPU powered game like metro 2033 0 frames pre-rendered However, as explained in this article by gfxspeak. With MPRF 3 and the GPU not being able to keep up with the CPU, the CPU will run ahead of the GPU by 3 frames, giving 3 frames of added input lag. I changed the "Virtual Reality pre-rendered frames"to 2 because I cant see a normal "max prerendered frames" as you said. For each frame that you can pre-render and render, the CPU has to create a command buffer. Joined Sep 15, 2014 Messages 231 (0. Prerendered Frames, or Application Decide. At 30 fps with 3 pre-rendered frames the input lag would be 1/30sec * 3 = 100ms, significant for a fast-paced shooter but not a flight sim. complete set of rendering instructions required to render new frame when GPU finish processing current frame(s)). We need to lower render distances. At least that's how it worked for me on 436. - Maximum pre-rendered frames 1 - Triple buffering ON - Vertical sync ON---If you have anymore tips please feel free to share them. The preset value is 3. Maximum pre-rendered frames setting in NVIDIA control panel, can someone please explain to me like to Yes I did, I saw screenshots of people showing how to enable DSR so I know where to look, alas I don't have that option, right under CUDA-CPU option is Maximum Pre-rendered frames. What a world of difference. Per page: 15 30 50. 0 --query all. Expect increasing your Check nvidia site. Having 3 frames pre-rendered means that even if the CPU goes to service another application (like an antivirus scanning a process), the GPU still has 2 frames to show. This setting used to be called “Maximum pre-rendered frames” and controls the number of frames the CPU can prepare before the frames are processed by the GPU. It's like getting a G SYNC monitor. I don't know if it will actually help with performance though, I Negative LOD Bias is set to Clamp (Not sure what this does) Trilinear Optimization is set to On (Not sure what this does) Threaded Optimization is set to On Power management mode: Prefer Maximum Performance Maximum Pre-Rendered Frames: 2 (Though I'm not sure quite what this does, or what would be the best setting. 06/day) System Specs. camera. I have a decent set up. If you get 60 fps already then anything you do to 'increase' fps is not actually something you will see on the screen. Forums. 5y. Fallout 4 > General Discussions > Topic Details. 02 has changed maximum pre-rendered frames to a setting called ultra low latency mode I believe. D. Several frames are rendered in the "Off" uses the games pre rendered frames. 3070, 5600x, 16gb RAM etc. RealNC Site Admin Posts: 4241 Joined: 24 Dec 2013, 23:32. A flip queue is the group of those rendered frames that is fed to the GPU to keep displaying images for smooth running of the games. It's not technically input lag that you get but more like display delay. (Steadier frame time). Notify Me. Depending on what its set to, the GPU will wait for the CPU to prepare that many frames before rendering them. Adjust the value to limit the number of pre-rendered frames. 0 --query all Default value is 2, that leads to 2 frames more latency when processing captured video, that is significant when working in 25 FPS video mode. As NVIDIA explains, this feature builds on the Oct 24, 2015 · Maximum Pre-Rendered Frames: If available, this option - previously known as 'Max Frames to Render Ahead' - controls the number of frames the CPU prepares in The NVIDIA Control Panel has enabled GeForce gamers to adjust the “Maximum Pre-Rendered Frames” for more than a decade, the number of frames buffered in the render queue. I was getting 66 fps average with dips down to 45 while driving, fighting etc. Feb 25, 2025 · The newest driver 436. If you are using intel speedstep under a balanced power plan in windows, you are going to get stutters. This option, "maximum pre-rendered frames", determines how many frames ahead the driver will buffer frames. Maybe my method is flawed, First pre-rendered frames are the same thing as Low latency mode in NVCP. The Ultra mode is referred to by Nvidia as “just in time frame scheduling”. The higher you set this Personally i strive to keep it at 0 (NOT viable unless you can keep your fps over your monitor refresh. 1 is the default setting. zyfxuwt vywd zqe lgmx yua efltyy swsra rlazby txsp cpyk cuzah rzk skvxva igve okmunp