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Difference between revisions of "Nvidia Profile Inspector"

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{{Cleanup|Simplify and shorten everything}}
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{{Infobox software
[[Category:Utility]]
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|cover        = Nvidia Profile Inspector.png
{{infobox non-game
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|developers  =
|cover          = Nvidia Profile Inspector.png
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{{Infobox game/row/developer|Orbmu2k}}
|developer      = [http://forums.guru3d.com/member.php?u=231184 Orbmu2k]
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|release dates=
 +
{{Infobox game/row/date|Windows|June 20, 2010|ref=<ref>{{Refcheck|user=Aemony|date=2020-07-24|comment=The [https://web.archive.org/web/20100629152945/http://blog.orbmu2k.de:80/tools/nvidia-inspector-tool original website] dates v1.90 as having been released on June 20, 2010. This seems to have been the version that brought along with it the ability to tweak game/driver profile settings. The main Nvidia Profile tool itself was publicly released on April 24, 2010.}}</ref>}}
 +
|winehq      =
 +
|wikipedia    =
 +
|license      = freeware
 +
}}
 +
{{Tocbox}}
 +
 
 +
{{Introduction
 +
|introduction      = '''''Nvidia Profile Inspector''''' (NPI) is an open source third-party tool created for pulling up and editing application profiles within [[Nvidia (GPU)|the Nvidia display drivers]]. It works much like the '''Manage 3D settings''' page in the [[Nvidia Control Panel]] but goes more in-depth and exposes settings and offers functionality not available through the native control panel.
 +
 
 +
|release history  = The tool was spun out of the original [http://www.guru3d.com/files-details/nvidia-inspector-download.html Nvidia Inspector] which featured an overclocking utility and required the user to create a shortcut to launch the profile editor separately.
 +
 
 +
|current state    = ''Nvidia Profile Inspector'' typically sees maintenance updates released every couple of months, keeping it aligned with changes introduced in newer versions of the drivers, although the project were seemingly on a hiatus between January 19, 2021 and November 13, 2022. An unofficial fork was released in April 2022 with improved support for newer drivers and now no longer available since an official update from the original author.
 
}}
 
}}
  
'''Useful Links'''
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'''General information'''
{{ii}} [https://github.com/Orbmu2k/nvidiaProfileInspector Github project page]
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{{mm}} [[List of HBAO+ compatibility flags for Nvidia|HBAO+ Compatibility Flags]]
{{ii}} [https://ci.appveyor.com/project/Orbmu2k/nvidiaprofileinspector/build/artifacts  Download the latest build]
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{{mm}} [[List of anti-aliasing compatibility flags for Nvidia|Anti-Aliasing Compatibility Flags]]
{{ii}}[https://docs.google.com/spreadsheet/pub?key=0AnHpuYHx21sjdENRSHg1ZkhndWF5R05tQjhCbTFNUVE Anti-Aliasing Compatibility Flags]
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{{mm}} [https://www.forum-3dcenter.org/vbulletin/showthread.php?t=509912 SLI Compatibility Flags] (German)
{{ii}}[https://docs.google.com/spreadsheets/d/1sq0vgFlerS-YT093TS2jEpx6xjZP7X1x1BcAs7EHXYY/pubhtml HBAO+ Compatibility Flags]
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{{mm}} [https://github.com/Orbmu2k/nvidiaProfileInspector Official repository]
{{ii}}[https://www.forum-3dcenter.org/vbulletin/showthread.php?t=509912 SLI Compatibility Flags]
+
 
 +
'''Related articles'''
 +
{{ii}} [[Nvidia]]
 +
{{ii}} [[Nvidia Control Panel]]
 +
 
 +
==Availability==
 +
{{Availability|
 +
{{Availability/row|1= Official |2= https://github.com/Orbmu2k/nvidiaProfileInspector/releases |3= DRM-Free |4=  |5=  |6= Windows }}
 +
}}
  
==Introduction==
+
==Installation==
Nvidia Profile Inspector is a tool created for pulling up and editing Application Profile settings within the Nvidia drivers.
+
{{Image|NPI2016.jpg|Main window of the global/base profile.}}
Much like the "3D settings" page in Nvidia Control Panel.But not only more in-depth, but much more responsive. NVCP requires you to rely on Nvidia for just about everything. Problem is they don't expose every useful feature,might make some wrong assumptions about any given game and the interface is cumbersome.
 
<br><br>
 
NPI was spun off of the original [https://www.guru3d.com/files-details/nvidia-inspector-download.html Nvidia Inspector] which featured an overclocking utility and required you to create a shortcut just to launch the profile editor.  
 
  
==Setting Up==
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{{Fixbox|description=Instructions|fix=
{{Fixbox|1=
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# Download the [https://github.com/Orbmu2k/nvidiaProfileInspector/releases latest build].
{{Fixbox/fix|Instructions}}
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# Save and extract it to an appropriate permanent location.
# [https://ci.appveyor.com/project/Orbmu2k/nvidiaprofileinspector/build/artifacts Download the latest build]  
 
# Save it to a location that you can permanently use as it's home and extract it there.
 
 
# Run <code>nvidiaProfileInspector.exe</code> to start the application. It may be worth making a shortcut and pinning it to your start menu or desktop.
 
# Run <code>nvidiaProfileInspector.exe</code> to start the application. It may be worth making a shortcut and pinning it to your start menu or desktop.
 +
 +
'''Status indicators'''
 +
* '''White cog''' - Global default / Unchanged.
 +
* '''Grey cog''' - Global override through the base <code>_GLOBAL_DRIVER_PROFILE</code> profile.
 +
* '''Blue cog''' - Profile-specific user-defined override.
 +
* '''Green cog''' - Profile-specific Nvidia predefined override.
 
}}
 
}}
  
When you run Nvidia Profile Inspector for the first time you will be greeted with this screen. The "Global" profile
+
===First steps for tweaking driver settings===
''These are the settings that globally apply to any application. It is '''VERY IMPORTANT''' that you minimize what you force globally to only basic things such as Texture Filtering settings'' [[File:NPI2016.jpg|none|left]]
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{{Fixbox|description=Select (or create if missing) the display driver profile for the game|fix=
<br>[http://images.nvidia.com/geforce-com/international/comparisons/just-cause-3/just-cause-3-nvidia-control-panel-anisotropic-filtering-interactive-comparison-001-on-vs-off-rev.html This is an example] of why you should set Texture Filtering globally and forget it. Some developer's own solutions are not as high quality as they should be.
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# Download and run the latest version of the Profile Inspector, see [[#Installation|Installation]].
<br>If any game has a conflict with driver forced Texture Filtering, Nvidia usually sets a special flag on a profile for texture filtering that disables driver overriding for that game. (Far Cry 3 and Doom 2016 are examples of this)
+
# Using the '''Profiles''' list on top of the window, select the game-specific profile if one exists. If one does not exist, create a new one:
<br>
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## Click on the '''Create new profile''' icon (the sun).
[http://pcgamingwiki.com/images/1/10/Globalprofile.jpg Here] is an example of a modified Global Profile. You don't have to copy it verbatim, but I at least recommend setting AF to override and HQ at the very minimum.  
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## Give the profile a relevant name. The name of the game is often used.
 +
## Click on the '''Add application to current profile''' icon (a small window with an icon of binoculars with a "+" above it).
 +
## Navigate to {{p|game}} and select the game executable and click '''Open'''.
 +
##* If you get a message that {{file|Filename.exe}} already belongs to a profile, verify that the application does not exist in the '''Profiles''' list again, then re-select the executable again with the file format in the selection dialog set to <code>Application Absolute Path (*.exe)</code> instead of the default <code>Application EXE Name (*.exe)</code>.
 +
# Tweak the desired settings.
 +
# Finally click on '''Apply changes''' to save the changes.
 +
}}
  
 +
==Video==
 +
===[[Glossary:Anisotropic filtering (AF)|Anisotropic filtering (AF)]]===
 +
{{Image|Nvidia Profile Inspector Anisotropic Filtering Override.png|Example of a global override.}}
  
It is worth noting however that whether you want to use <code>Adaptive</code> performance mode or <code>Prefer Max Performance</code> is up to you.
+
{{ii}} [http://images.nvidia.com/geforce-com/international/comparisons/just-cause-3/just-cause-3-nvidia-control-panel-anisotropic-filtering-interactive-comparison-001-on-vs-off-rev.html This is an example] of why it may be relevant to force high texture filtering globally as some developers' own solutions might not be as high quality as they could be.
Adaptive WILL cause problems with many games.  
+
{{--}} There is a risk of negative side effects occurring in some games as a result of a forced global driver-level override, with unexpected consequences ranging from textures looking wrong to some post-processing shaders being affected if they rely of a texture that have an unintended level of filtering applied to it. If Nvidia becomes aware of a game that has a conflict with driver forced texture filtering, they may set a special flag on the game profile for texture filtering that disables driver overrides for that game, such as with [[Far Cry 3]] and [[Doom (2016)]], though this is not a guarantee as proper in-depth compatibility testing is impossible to perform for all games.<ref>{{Refcheck|user=Aemony|date=2023-09-30|comment=An anisotropic filtering (AF) driver override is too widespread and have both subtle and obvious consequences that it is impossible to say for sure how "safe" it is to enforce. Many users are also not aware of its potential impact on textures and non-texture alike to the degree that a user can mistake a visual bug caused by an AF override as being either intentional or incompetency by the developers, or a minor visual glitch that the developers have not come around to fixing yet, and so users often end up dismissing the visual glitches, never realizing it is of their own creation.}}</ref>
The card will do a variety of things such as not maintaining the base clock as a minimum. Therefore causing performance issues because the card will essentially start going back to idle clocks.  
+
{{mm}} A quicker way of doing this is to use [[Nvidia Control Panel]] and set '''Anisotropic filtering''' to <code>16x</code> and '''Texture filtering - Quality''' to <code>High quality</code> under '''Manage 3D settings''' > '''Global Settings'''.
On the flip side: Adaptive will reduce idle temperatures depending on individual circumstances and the card will otherwise downclock correctly when not playing games.
+
 
<br>So, if you want to use Adaptive. Just remember to set <code>Prefer Maximum Performance</code> in each profile for each game you play.
+
{{Fixbox|description=Force highest available texture filtering settings system-wide|fix=
==First steps for tweaking driver settings==
+
# Download and run the latest version of the Profile Inspector, see [[#Installation|Installation]].
* '''The first thing you will always want to do for any given is search to see whether Nvidia has already made a profile for your game.
+
# Select the <code>_GLOBAL_DRIVER_PROFILE (Base Profile)</code> profile.
'''
+
# Configure the relevant settings under '''Texture Filtering''' as shown below ([[:File:Nvidia_Profile_Inspector_Anisotropic_Filtering_Override.png|or in this image]]):
To do this, left click in the white "Profiles" box, and start typing in the name of the game. The application will search through the list and narrow the list down the more characters you type.
+
#* '''Anisotropic filtering mode''' to {{Code|User-defined / Off}}
*'''If your game does not have a profile, you will need to create one by clicking on the Sun icon.'''
+
#* '''Anisotropic filtering setting''' to {{Code|16x}}
It will prompt you to name the profile.
+
#* '''Texture filtering - Anisotropic filter optimization''' to {{Code|Off}}
*'''You then will need to add the game <code>.exe</code> to this new profile by hitting the folder with the green + icon.
+
#* '''Texture filtering - Anisotropic sample optimization''' to {{Code|Off}}
'''
+
#* '''Texture filtering - Driver Controlled LOD Bias''' to {{Code|On}}
*'''If you attempt to add an executable to a profile and it prompts you with a message that the <code>Insert Here.exe</code> already belongs to a profile.'''
+
#* '''Texture filtering - Negative LOD bias''' to {{Code|Clamp}}
Pay attention to the name of the profile/s it gives you. For example if the game you were looking for didn't show up in a search, it's possible you may have worded it differently than they have it set in the driver.
+
#** Setting '''Texture filtering - Negative LOD bias''' to {{Code|Clamp}} can lower the quality of DLSS and other [[Glossary:Anti-aliasing_(AA)#Reconstruction_methods|Reconstruction Methods]] that rely on a negative LOD bias.{{cn}}
HOWEVER, if the profiles it mentions to you aren't related to the game at all in any way we will need to set up the profile to use an <code>.exe</code> based on directory.
+
#* '''Texture filtering - Quality''' to {{Code|High quality}}
<br>When you go to select an <code>.exe</code> click the drop down box in the right hand corner and set to ''"Absolute Application Path"''
+
#* '''Texture filtering - Trilinear optimization''' to {{Code|Off}}
*'''Now you are ready to change settings on the profile. Don't forget to hit Apply Changes to any changes you make!
+
# Finally click on '''Apply changes''' to save the changes.
'''
+
}}
 +
 
 +
===Ambient occlusion (AO)===
 +
{{Fixbox|description=Force HBAO+ for a select game|fix=
 +
# Download and run the latest version of the Profile Inspector, see [[#Installation|Installation]].
 +
# Select the game profile, or [[#First steps for tweaking driver settings|create one]] if one does not exist.
 +
# Change '''Ambient Occlusion compatibility''' value to the appropriate [[List of HBAO+ compatibility flags for Nvidia|compatibility flag]].
 +
# Change '''Ambient Occlusion setting''' to {{Code|Performance}} or {{Code|Quality}}.
 +
#* In some cases, the "Performance" ambient occlusion setting may yield a stronger effect compared to the "Quality" setting while also providing better performance.
 +
# Change '''Ambient Occlusion usage''' to {{Code|Enabled}}.
 +
# Press '''Apply changes''' in the top-right corner.
 +
}}
 +
 
 +
===Layer Vulkan/OpenGL on DXGI swapchain===
 +
{{ii}} Layering Vulkan and OpenGL games on a DXGI swapchain allows for improved multitasking and using [[Glossary:High dynamic range (HDR)|Auto HDR]] on Windows 11.<ref>{{Refurl|url=https://www.reddit.com/r/nvidia/comments/yf6hiw/psa_you_can_now_elevate_openglvulkan_games_to_a/|title=Reddit - /r/nvidia - PSA - You can now elevate OpenGL/Vulkan games to a DXGI Swapchain on today's drivers (526.47)|date=2023-01-16}}</ref>
 +
 
 +
{{Fixbox|description=Instructions:|ref=<ref>{{Refcheck|user=Aemony|date=2023-01-16|comment=}}</ref>|fix=
 +
# Launch [[Nvidia Control Panel]] and navigate to '''Manage 3D settings'''.
 +
# Locate the '''Vulkan/OpengL present method''' (typically at the bottom).
 +
# Change it to {{Code|Prefer layered on DXGI Swapchain}}.
 +
# Click on '''Apply''' to save the changes.
 +
# Launch '''Nvidia Profile Inspector'''
 +
# Enable the '''Show unknown settings from NVIDIA predefined profiles''' option in the far right of the toolbar on top (the magnifying glass).
 +
# Scroll down to section '''8 - Extra''' and locate the '''OGL_DX_PRESENT_DEBUG''' setting.
 +
# Change it to {{Code|0x00080001}} by double clicking on the value field and copy/pasting the value.
 +
#* This value will enable the DXGI swapchain layer in most scenarios, including [[DXVK]].
 +
# Press '''Apply changes''' in the top-right corner.
 +
}}
 +
 
 +
==Misc tweaks==
 +
===Prevent Ansel from being injected/enabled for a specific game===
 +
{{ii}} Using Nvidia Profile Inspector, is becomes possible to disable Ansel on a per-game basis if desired.
 +
{{mm}} The display drivers loads Ansel related DLL files into all running applications they interface with by default, even if the application does not support or can make use of Ansel. This can cause issues for third-party tools or applications.
 +
 
 +
{{Fixbox|description=Disable Ansel in the display driver profile for a specific game|fix=
 +
# Download and run the latest version of the Profile Inspector, see [[#Installation|Installation]].
 +
# Using the '''Profiles''' list on top of the window, select the game-specific profile if one exists. If one does not exist, create a new one:
 +
## Click on the '''Create new profile''' icon (the sun).
 +
## Give the profile a relevant name. The name of the game is often used.
 +
## Click on the '''Add application to current profile''' icon (a small window with an icon of binoculars with a "+" above it).
 +
## Navigate to {{p|game}} and select the game executable and click '''Open'''.
 +
# Scroll down to the '''Other''' section and configure '''Enable Ansel''' to <code>0x00000000 ANSEL_ENABLE_OFF</code>.
 +
#* Setting may instead appear under '''Other''' section as '''NVIDIA Predefined Ansel Usage'''; set to <code>0x00000000 ANSEL_ALLOW_DISALLOWED</code>.
 +
# Finally click on '''Apply changes''' to save the changes.
 +
}}
 +
 
 +
==Settings==
 +
{{ii}} Keep changes to the base <code>_GLOBAL_DRIVER_PROFILE</code> profile limited, as overrides there are applied to all games and applications.
  
== List of basic options and explanations ==
 
 
===Compatibility===
 
===Compatibility===
*'''Ambient Occlusion Compatibility'''
+
{{Image|Nvidia Profile Inspector Compatibility.png|Compatibility settings}}
This is where you would enter or paste an 8 digit Hexadecimal code (Always with the prefix "0x") to get HBAO+ to work with any given game.<br>
+
{{ii}} Compatibility parameters that allows ambient occlusion, anti-aliasing, and SLI to be used for games, if given an appropriate value.
There is an official list of Flags built into the driver configured for specific games (Though not necessarily well for older titles). These flags are not a combination of functions put together to form a flag as with Anti-Aliasing, but rather are directions pointed a set of programmed parameters for each flag.<br>
+
{{mm}} [[List of HBAO+ compatibility flags for Nvidia|HBAO+ Compatibility Flags]]
The first 2 bytes of the flag are reserved for Flags pertaining to DX10 and above. While the second set of bytes are reserved for Flags pertaining to DX9 only.<br>
+
{{mm}} [[List of anti-aliasing compatibility flags for Nvidia|Anti-Aliasing Compatibility Flags]]
<code>0x'''0000'''0000 < DX10+, 0x0000'''0000''' < DX9</code><br>
+
{{mm}} [https://www.forum-3dcenter.org/vbulletin/showthread.php?t=509912 SLI Compatibility Flags] (German)
Each of the 8 slots goes from a value of 1-16<br>
+
 
<code>0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F</code><br>
+
{| class="page-normaltable pcgwikitable" style="width:auto; min-width: 60%; max-width:900px; text-align: left;"
Giving them an approximate total of 65536 potential Flags for each set of APIs.<br>
+
|-
*'''Antialiasing Compatibility'''
+
! style="min-width: 150px" | Parameter !! Description
This is where you would enter or paste an 8 digit Hexadecimal code (Always with the prefix "0x") to get various forms of Anti-Aliasing to work with any given DX9 game.
+
|-
This Hex code unlike AO Compatibility, is actually a combination of possible functions that tell the driver what to do in regards to what kind of buffer formats to look for, how to process them among other things.<br>
+
| '''Ambient Occlusion compatibility''' || Allows HBAO+ to work with any given game.
*'''Antialiasing compatibility (DX1x)'''
+
|-
This is where you would enter or paste an 8 digit Hexadecimal code to force AA in DirectX10+...if you had one! (Insert Fairly Odd Parents reference)
+
| '''Antialiasing compatibility'''  || Allows various forms of [[Glossary:Anti-aliasing (AA)|anti-aliasing]] to work with any given DirectX 9 game.
Nvidia's effort sadly did not continue. There are few functions available for this and none of them work in any meaningful way for games other than the ones listed. Often only restricted to MSAA.<br>
+
|-
*'''Antialiasing Fix'''
+
| '''Antialiasing compatibility (DX1x)''' || Allows various forms of [[Glossary:Anti-aliasing (AA)|anti-aliasing]] to work with DirectX 10/11/12 games. Often restricted to MSAA and generally sees little use due to its limited capability.
This is somewhat a mystery almost. Initially this was apparently made just for an issue relating to Team Fortress 2. (As such was originally known as the TF2Fix). But as it turned out, this affected a very large number of games.
+
|-
 +
| '''Antialiasing Fix''' || Avoid black edges in some games while using MSAA.<ref>{{Refsnip|url=http://www.geeks3d.com/forums/index.php?topic=3159.0|title=Geeks3D Forums - Nvidia Inspector 1.9.7.2 Beta|date=2018-08-29|snippet=added FERMI_SETREDUCECOLORTHRESHOLDSENABLE as "Antialiasing fix" to avoid black edges in some games while using MSAA (R320.14+)}}</ref> Related to Team Fortress 2 and a few other games as well, where it is enabled by default.
 +
|-
 +
| '''SLI compatibility bits''' || Allows SLI to work in any given DirectX 9 game.
 +
|-
 +
| '''SLI compatibility bits (DX10+DX11)''' || Allows SLI to work in any given DirectX 10/11 game.
 +
|-
 +
| '''SLI compatibility bits (DX12)''' || Allows SLI to work in any given DirectX 12 game.
 +
|-
 +
|}
 +
 
 +
===Sync and Refresh===
 +
{{Image|Nvidia Profile Inspector Sync and Refresh.png|Sync and Refresh settings}}
 +
{{Image|Nvidia Profile Inspector G-Sync Indicator.png|The built-in G-Sync status indicator overlay}}
 +
{{mm}} See [[Glossary:Frame rate (FPS)|Frame rate (FPS)]] for relevant information.
  
Currently the only description of the function available is <code>FERMI_SETREDUCECOLORTHRESHOLDSENABLE (Fermi> Set Reduce Color Thresholds Enable)</code><br>
+
{{--}} The built-in frame rate limiter of the Nvidia display drivers introduces 2+ frames of delay, while [[Glossary:Frame rate (FPS)#Frame rate capping|RTSS]] (and possibly other alternatives) only introduces 1 frame of delay.<ref>{{Refsnip|url=https://www.blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/11/|title=Blur Busters - G-SYNC 101: In-game vs. External FPS Limiters|date=|snippet=Needless to say, even if an in-game framerate limiter isn’t available, RTSS only introduces up to 1 frame of delay, which is still preferable to the 2+ frame delay added by Nvidia’s limiter with G-SYNC enabled, and a far superior alternative to the 2-6 frame delay added by uncapped G-SYNC.}}</ref>
This would suggest it's a Fermi issue, but it applies really to at least Fermi and everything after it.
+
{{mm}} [https://www.anandtech.com/show/2794/2 AnandTech - Triple Buffering: Why We Love It] - Recommended reading about triple buffering/Fast Sync.
It's also interesting that turning the AA fix on disables this. The default setting of "Off" is actually a value of <code>0x00000001</code>. The On value is <code>0x00000000(Team Fortress 2)</code><br>
 
''Do Not Enable This Globally''| As what it does depends on a per game basis. It is noted whether a game needs it or not in the Anti-Aliasing flags thread or whether it causes issues.
 
*'''SLI Compatibility bits'''
 
This is where you would enter or paste an 8 digit Hexadecimal code (Always with the prefix "0x") to get SLI working in DX9 applications. if the application doesn't already have a flag in the driver. OR if the official flag doesn't work well and is of poor quality.
 
  
Like AA compatibility bits. These flags are a combination of functions within the driver.<br>
+
{| class="page-normaltable pcgwikitable" style="width:auto; min-width: 60%; max-width:900px; text-align: left;"
*'''SLI compatiblity bits (DX10+DX11)'''
+
|-
This is where you would enter or paste an 8 digit Hexadecimal code (Always with the prefix "0x") to get SLI working in DX10+ applications. if the application doesn't already have a flag in the driver. OR if the official flag doesn't work well and is of poor quality.<br>
+
! style="min-width: 150px" | Parameter !! Description
*'''SLI compatiblity bits (DX12)'''
+
|-
This is a new one. It is assumed it is the same as the other two. Currently there are only 2 flags in the driver. But as more DX12 games come out there will be more and this should actually be interesting to see how it plays out
+
| '''Flip Indicator''' || Enables an on-screen display of frames presented using flip model.
 +
|-
 +
| '''Frame Rate Limiter''' || Enables the built-in [[Glossary:Frame rate (FPS)#Frame rate capping|frame rate limiter]] of the display drivers at the specified FPS.
 +
|-
 +
| '''Frame Rate Limiter Mode''' || Controls what mode of the frame rate limiter will be used.
 +
|-
 +
| '''GSYNC - Application Mode''' || Controls whether the G-Sync feature will be active in fullscreen only, or in windowed mode as well.
 +
|-
 +
| '''GSYNC - Application Requested State''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''GSYNC - Application State''' || style="text-align: left" | Selects the technique used to control the refresh policy of an attached monitor.
  
<br>
+
* '''Allow''' enables the use of G-Sync, and synchronizes monitor refresh rate to GPUs render target.
===Sync and Refresh===
+
* '''Force off''' and '''Disallow''' disables the use of G-Sync.
*'''Frame Rate Limiter'''
+
* '''Fixed Refresh Rate''' is the traditional fixed refresh rate monitor technology.
This setting will enable the driver's built in Frame Rate limiter in a series of pre-defined values non whole number values. It's worth noting that the quality of it has historically been a bit spotty. [http://forums.guru3d.com/showpost.php?p=5250232&postcount=108 The behavior was changed at some point so whole numbers aren't possible.] Before the limiter with whole values would never really stick to those numbers.<br>
+
* '''Ultra Low Motion Blur''' (ULMB) uses back light pulsing at a fixed refresh rate to minimize blur.
The 60FPS setting is 59.7 or 60.7, Vsync may or may not clamp this value.
 
Some people may prefer [https://www.guru3d.com/files-details/rtss-rivatuner-statistics-server-download.html Unwinder's RTSS] as more useful. As it lets you set the value yourself.<br>
 
*'''GSYNC Application Mode'''
 
*'''GSYNC Requested State'''
 
*'''GSYNC Global Feature'''
 
*'''GSYNC Global Mode'''
 
*'''GSYNC Indicator Overlay'''
 
*'''Maximum pre-rendered frames'''
 
"The 'maximum pre-rendered frames' function operates within the DirectX API and serves to explicitly define the maximum number of frames the CPU can process ahead of the frame currently being drawn by the graphics subsystem. This is a dynamic, time-dependent queue that reacts to performance: at low frame rates, a higher value can produce more consistent gameplay, whereas a low value is less likely to introduce input latencies incurred by the extended storage time (of higher values) within the cache/memory. Its influence on performance is usually barely measurable, but its primary intent is to control peripheral latency."<ref>https://forums.geforce.com/default/topic/476977/sli/maximum-pre-rendered-frames-for-sli/post/3405124/#3405124</ref><br>
 
Values from <code>1-8</code>, the default is <code>3</code> by the driver and it is not recommended to use higher than that. <br>A value of 1 or 2 will reduce Input Latency further<ref>http://www.displaylag.com/reduce-input-lag-in-pc-games-the-definitive-guide/</ref> at the cost of slightly higher CPU performance.<br>
 
When using 1/2 Refresh Rate Vsync a value of 1(Sometimes 2 will suffice but 1 generally reduces latency more) is essentially required. As 1/2 sync will introduce significantly more Input Latency.<br>
 
*'''Triple buffering'''
 
Enables Triple Buffering for Vsync, but ONLY for the OpenGL API. For a run down of TB [http://www.anandtech.com/show/2794/2 here is an article.] If you wish to enable TB for D3D APIs you can download and use [http://community.pcgamingwiki.com/files/file/84-d3doverrider/ D3DOverrider.]<br>
 
It's worth noting that GSYNC makes the concept of Double and Triple Buffering entirely irrelevant. This is only for standard sync monitors.<br>
 
*'''Vertical Sync Smooth AFR behavior'''
 
"Smooth Vsync is a new technology that can reduce stutter when Vsync is enabled and SLI is active.<br>
 
  
When SLI is active and natural frame rates of games are below the refresh rate of your monitor, traditional vsync forces frame rates to quickly oscillate between the refresh rate and half the refresh rate (for example, between 60Hz and 30Hz). This variation is often perceived as stutter. Smooth Vsync improves this by locking into the sustainable frame rate of your game and only increasing the frame rate if the game performance moves sustainably above the refresh rate of your monitor. This does lower the average framerate of your game, but the experience in many cases is far better. "<ref>https://nvidia.custhelp.com/app/answers/detail/a_id/3283/~/what-is-smooth-vsync%3F</ref><br>
+
It is highly recommended to change this using the '''[[Nvidia Control Panel]] > Manage 3D Settings > Monitor Technology''' instead to properly configured this and related parameters.
*'''Vertical Sync Tear Control'''<ref>http://www.geforce.com/hardware/technology/adaptive-vsync/technology</ref>
+
|-
This controls when a frame drop is detected whether Vsync should be disabled to maintain performance or sync should drop to the next sync rate.<br> At 60hz, without adaptive the frame rate will drop to 45 or 30FPS because they are the next available sync rate; 3/4 & 1/2.<br>
+
| '''GSYNC - Global Feature''' || Toggles the global G-Sync functionality. It is recommended to change this using the '''[[Nvidia Control Panel]] > Set up G-SYNC''' instead to properly configured this and related parameters.
You can use TB as mentioned above instead of adaptive, or as long as you ensure you have enough power to sustain the performance you are aiming for it shouldn't be an issue.<br>Also irrelevant with Gsync.<br>
 
*'''Vertical Sync'''
 
Controls whether Vsync can be enabled for any given application. Typically it's set to "Application Controlled". Which means instead it's up to the individual application itself to enable/disable or offer the option for Vsync.<br>
 
One recent example is Fallout 4. The game has no Vsync option, but it is forced on no matter what. You can disable it by setting this to "Force Off" on the Fallout 4 profile.
 
{| class="wikitable"
 
 
|-
 
|-
| Use 3D Application Setting || Uses application setting for Vsync || Application will decide whether Vsync is enabled.
+
| '''GSYNC - Global Mode''' || Controls whether the G-Sync feature will be active globally in fullscreen only, or in windowed mode as well.
 
|-
 
|-
| Force Off|| Forces Vsync Off || Forces application to not use Vsync. Even if it has no option. Will not stop Vsync from Windows Compositor in W8/W10 in Windowed mode. In some games this will unlock the framerate, or will simply cause tearing and reduce Input Latency
+
| '''GSYNC - Indicator Overlay''' || Enables a semi-transparent on-screen status indicator of when G-Sync is being used. If G-Sync is not being used, the indicator is not shown at all.
 
|-
 
|-
| Force On || Forces Vsync On || Forces application to use Vsync. Even if it has no option. Will not work on games that are Borderless Windowed/Windowed only.
+
| '''Maximum pre-rendered frames''' || Controls how many frames the CPU can prepare ahead of the frame currently being drawn by the GPU. Increasing this can result in smoother gameplay at lower frame rates, at the cost of additional input delay.<ref>{{Refsnip|url=https://forums.geforce.com/default/topic/476977/sli/maximum-pre-rendered-frames-for-sli/post/3405124/#3405124|title=Maximum Pre-Rendered frames for SLI|date=2016-10-12|snippet=The 'maximum pre-rendered frames' function operates within the DirectX API and serves to explicitly define the maximum number of frames the CPU can process ahead of the frame currently being drawn by the graphics subsystem. This is a dynamic, time-dependent queue that reacts to performance: at low frame rates, a higher value can produce more consistent gameplay, whereas a low value is less likely to introduce input latencies incurred by the extended storage time (of higher values) within the cache/memory. Its influence on performance is usually barely measurable, but its primary intent is to control peripheral latency.}}</ref> This setting does not apply to SLI configurations.
 +
 
 +
* Default is '''Use the 3D application setting''', and it is recommended not to go above '''3'''. Values of 1 and 2 will help reduce input latency in exchange for greater CPU usage.<ref>{{Refurl|url=https://displaylag.com/reduce-input-lag-in-pc-games-the-definitive-guide/|title=DisplayLag - Reduce Input Lag in PC Games: The Definitive Guide|date=2018-08-29}}</ref>
 +
* When Vsync is set to <code>1/2 Refresh Rate</code>, a value of 1 is essentially required due to the introduced input latency.{{cn|date=October 2016}}
 
|-
 
|-
| 1/2 Refresh Rate || Forces 1/2 rate Sync.<br> This is very useful for playing at 30FPS or on 30FPS games that usually have some microstutter problems when syncing at 60hz. Remember to use a lower Pre-Rendered Frames setting when using it || 144/72hz, 120hz/60, 60hz/30, 50hz/25
+
| '''Preferred Refresh Rate''' || Controls the refresh rate override of the display drivers for games running in exclusive fullscreen mode. This also dictates the upper limit of the G-Sync range, as G-Sync will go inactive and the screen will start to tear at frame rates above the configured refresh rate, or V-Sync will kick in and sync the frame rate to the refresh rate if enabled.
 +
 
 +
* '''Highest available''' - Overrides the refresh rate of the exclusive fullscreen game to whatever is the highest available on the monitor. This setting is automatically used when G-Sync is enabled. Note that this override might not work for all games, in which case an alternative such as [[Special K]] might be needed.
 +
* '''Use the 3D application setting / Application-controlled''' - Uses the refresh rate as requested by the application. If using G-Sync, frame rates above the requested refresh rate will result in screen tearing as G-Sync will go inactive, or V-Sync synchronizing the frame rate to the refresh rate if enabled.
 +
{{ii}} This setting is only exposed in [[Nvidia Control Panel]] for monitors supporting refresh rates of at least 100 Hz.
 +
{{ii}} This setting is only effective in DX9/10/11 applications. On Windows 10 (and above) - [[Windows#Fullscreen_optimizations|Fullscreen optimizations]] must also be disabled.
 
|-
 
|-
| 1/3 Refresh Rate || Forces 1/3 rate Sync || 144hz/48 , 120hz/40, 60hz/20, 50hz/Not possible with whole numbers.
+
| '''Triple buffering''' || Toggles triple buffering in '''OpenGL''' games. Enabling this improves performance when vertical sync is also turned on.
 
|-
 
|-
| 1/4 Refresh Rate || Forces 1/4 rate Sync || 144hz/36, 120hz/30, 60hz/15, 50hz/Not possible with whole numbers
+
| '''Vertical Sync''' || Controls vertical sync, or enables '''Fast Sync'''. Fast-Sync is essentially triple buffering for DirectX games, and is only applicable to frame rates above the refresh rate when regular V-Sync is disabled.
 +
|-
 +
| '''Vertical Sync Smooth AFR behavior''' || Toggles V-Sync smoothing behavior when V-Sync is enabled and SLI is active.
 +
 
 +
'''Official description:'''<ref>{{Refurl|url=https://nvidia.custhelp.com/app/answers/detail/a_id/3283/~/what-is-smooth-vsync|title=Nvidia - What is Smooth Vsync?|date=2018-08-29}}</ref>
 +
 
 +
Smooth Vsync is a new technology that can reduce stutter when Vsync is enabled and SLI is active.
 +
 
 +
When SLI is active and natural frame rates of games are below the refresh rate of your monitor, traditional Vsync forces frame rates to quickly oscillate between the refresh rate and half the refresh rate (for example, between 60&nbsp;Hz and 30&nbsp;Hz). This variation is often perceived as stutter. Smooth Vsync improves this by locking into the sustainable frame rate of your game and only increasing the frame rate if the game performance moves sustainably above the refresh rate of your monitor. This does lower the average framerate of your game, but the experience in many cases is far better.
 +
|-
 +
| '''Vertical Sync Tear Control''' || Toggles '''''Adaptive'' V-Sync''' when vertical sync is enabled. Not available when G-Sync is enabled.
 +
 
 +
'''Official description:'''<ref>{{Refurl|url=https://www.geforce.com/hardware/technology/adaptive-vsync|title=Nvidia - Adaptive VSync|date=2018-08-29}}</ref>
 +
 
 +
Nothing is more distracting than frame rate stuttering and screen tearing. The first tends to occur when frame rates are low, the second when frame rates are high. Adaptive VSync is a smarter way to render frames using Nvidia Control Panel software. At high framerates, VSync is enabled to eliminate tearing. At low frame rates, it's disabled to minimize stuttering.
 
|-
 
|-
| Fast Sync || Enables Nvidia's Fast Sync<ref>https://www.technopat.net/sosyal/konu/video-what-is-nvidia-fast-sync.329258/</ref> Does not work with DX12 games.|| Fast Sync eliminates tearing when playing games without Vsync on and reduces Input Latency significantly. However to work best, you need to be maintaining multiples of your refresh rate. Apparently only for Pascal GPUs, but some have had success with Maxwell GPUs. YMMV
 
 
|}
 
|}
<br>
+
 
 
===Antialiasing===
 
===Antialiasing===
*'''Antialiasing - Behavior Flags'''
+
{{Image|Nvidia Profile Inspector Antialiasing.png|Anti-aliasing settings}}
These mostly exist as a method of governing usage of AA from Nvidia Control Panel.But, they also affect Inspector as well. So you will want to make sure you are clearing out any flags in this field for a game profile when forcing AA.
+
{{mm}} See [[Glossary:Anti-aliasing (AA)|Anti-aliasing (AA)]] for relevant information.
As it will interfere and cause it not to work if you aren't careful.<br>
+
{{mm}} [[List of anti-aliasing compatibility flags for Nvidia|Anti-Aliasing Compatibility Flags]]
*'''Antialiasing - Gamma Correction'''
+
 
Gamma correction for MSAA, this is defaulted through function in the drivers to ON for any GPU Fermi generations and forward. It was new about 10 years ago with Half Life 2 and there is no reason to disable it on modern hardware.<ref>http://www.anandtech.com/show/2116/12</ref><br>
+
{| class="page-normaltable pcgwikitable" style="width:auto; min-width: 60%; max-width:900px; text-align: left;"
*'''Antialiasing - Line Gamma'''
 
*'''Antialiasing - Mode'''
 
This has 3 settings
 
{| class="wikitable"
 
 
|-
 
|-
| Application Controlled || Application decides whether to use AA
+
! style="min-width: 150px" | Parameter !! Description
 
|-
 
|-
| Override Application Setting || Driver overrides application setting. This allows you to force AA from the driver. General rule of thumb is you have to disable any in game AA/MSAA when using this to avoid conflict. There are exceptions though. And are noted in the AA Flags link generally.  
+
| '''Antialiasing - Behavior Flags''' || These mostly exist as a method of governing usage of AA from Nvidia Control Panel, though they also affect Inspector as well.
 +
{{ii}} Make sure you are clearing out any flags in this field for a game profile when forcing AA as it will interfere and cause it not to work if you aren't careful.
 +
|-
 +
| '''Antialiasing - Gamma Correction''' || Gamma correction for MSAA.
 +
{{ii}} Introduced with [[Half-Life 2]] in 2004.
 +
{{ii}} Defaults to <code>ON</code> starting with Fermi GPUs.<ref>{{Refurl|url=http://www.anandtech.com/show/2116/12|title=NVIDIA's GeForce 8800 (G80): GPUs Re-architected for DirectX 10 - What's Gamma Correct AA?|date=2016-10-12}}</ref>
 +
{{ii}} Should not be set to <code>OFF</code> on modern hardware.{{cn}}
 +
|-
 +
| '''Antialiasing - Line gamma''' || Applies gamma correction for singular lines (like wires) as compared to edges.<ref>{{Refurl|url=https://forums.geforce.com/default/topic/873686/geforce-drivers/what-does-quot-line-gamma-quot-do-for-anti-aliasing-/post/4659571/#4659571|title=GeForce Forums - What does "Line Gamma" do for Anti-Aliasing?|date=2018-08-30}}</ref>
 +
|-
 +
| '''Antialiasing - Mode''' || Determines in what mode the anti-aliasing override of the display driver should function in for an application:
 +
 
 +
* '''Application Controlled''' - The application itself controls anti-aliasing settings and techniques. The display driver does not override or enhance the anti-aliasing setting the application configures.
 +
* '''Override Application Setting''' - The display drivers overrides the anti-aliasing setting of the application. This allows one to force anti-aliasing from the display driver. General rule of thumb is to disable any in-game anti-aliasing/MSAA when using this to avoid conflict. There are exceptions though; generally noted in the [[List of anti-aliasing compatibility flags for Nvidia|Anti-Aliasing Compatibility Flags]] document.
 +
* '''Enhance Application Setting''' - Enhances the anti-aliasing of a game (e.g. enhance in-game MSAA with TrSSAA), which can provide higher quality and greater reliability for applications with built-in support for anti-aliasing. You must set any anti-aliasing level within the application for this mode to work with the '''Antialiasing - Setting''' override.
 +
 
 +
{{ii}} Use <code>Override Application Setting</code> if the application does not have built-in anti-aliasing settings or if the application does not support anti-aliasing when [[Glossary:High dynamic range (HDR)#HDR rendering|HDR rendering]] is enabled. When dealing with modern games, you will most likely want to use this option and not any of the other two.
 +
{{ii}} <code>Enhance Application Setting</code> is entirely dependent on the implementation of MSAA in the application itself. This is can be hit or miss in modern DirectX 10+ games; more often than not either it does not work at all, breaks something, or looks very bad. See [[#Enhance application setting|Enhance application setting]] for more information.
 +
{{ii}} DirectX 10+ games ignore this flag and always treat it as {{code|Enhance Application Setting}}.<ref>{{Refcheck|user=SirYodaJedi|date=2019-09-10|comment=}}</ref>
 +
|-
 +
| '''Antialiasing - Setting''' || {{mm}} [https://community.pcgamingwiki.com/topic/1858-aa-af-vsync-and-forcing-through-gpu/?p=8482 Explanation of MSAA methods]
 +
This is where the specific method of forced/enhanced MSAA or [[FSAA|OGSSAA]] is set.
 +
|-
 +
| '''Antialiasing - Transparency Multisampling''' || {{mm}} [http://http.download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/Direct3D9/src/AntiAliasingWithTransparency/docs/AntiAliasingWithTransparency.pdf Technical explanation]
 +
{{mm}} [https://web.archive.org/web/20160506025723/http://screenshotcomparison.com/comparison/149642 Interactive example]
 +
{{ii}} This enables and disables the use of transparency multisampling.
 +
|-
 +
| '''Antialiasing - Transparency Supersampling''' ||
 +
{{mm}} [https://community.pcgamingwiki.com/topic/1858-aa-af-vsync-and-forcing-through-gpu/?p=8482 Further Reference]
 +
{{ii}} This sets whether <code>Supersampling</code> and <code>Sparse Grid Supersampling</code> is used.
 +
|-
 +
| '''Enable Maxwell sample interleaving (MFAA)''' ||
 +
{{mm}}[http://www.geforce.com/whats-new/articles/multi-frame-sampled-anti-aliasing-delivers-better-performance-and-superior-image-quality Introduction to MFAA]
 +
This enables Nvidia's Multi Frame Anti Aliasing mode. This only works in DXGI (DX10+) and requires either the game to have MSAA enabled in the game or MSAA to be forced.
 +
What it does is change the sub sample grid pattern every frame and then is reconstructed in motion with a "Temporal Synthesis Filter" as Nvidia calls it.<br>
 +
There are some caveats to using this though.<br>
 +
{{ii}} It is not compatible with SGSSAA as far as shown in limited testing.{{cn|date=October 2016}}
 +
{{ii}} Depending on the game, MFAA causes visible flickering on geometric edges and other temporal artifacts. Part of this is nullified with downsampling.{{cn|date=October 2016}}
 +
{{ii}} It has a minimum framerate requirement of about 40FPS. Otherwise MFAA will degrade the image.
 +
{{--}} Visible sawtooth patterns with screenshots and videos captured locally.{{cn|date=October 2016}}
 +
{{--}} Incompatible with SLI.{{cn|date=October 2016}}
 +
 
 +
|-
 +
| '''Nvidia Predefined FXAA Usage''' || Controls whether Nvidia's FXAA implementation is allowed to be enabled for an application through [[Nvidia Control Panel]] (primarily) or Nvidia Profile Inspector.
 +
|-
 +
| '''Toggle FXAA indicator on or off''' || This will display a small green icon in the left upper corner if enabled showing whether FXAA is enabled or not.
 +
|-
 +
| '''Toggle FXAA on or off''' || FXAA is a fast shader-based post-processing technique that can be applied to any application, including those which do not support other forms of hardware-based antialiasing. FXAA can also be used in conjunction with other antialiasing settings to improve overall image quality.
 +
 
 +
* Turn FXAA <code>On</code> to improve image quality with a lesser performance impact than other antialiasing settings.
 +
* Turn FXAA <code>Off</code> if you notice artifacts or dithering around the edges of objects, particularly around text.
 +
 
 +
{{ii}} Enabling this setting globally may affect all programs rendered on the GPU, including video players and the Windows desktop.
 
|-
 
|-
| Enhance Application Setting || Enhances application AA settings (Ex: Enhance in game MSAA with TrSSAA).
 
 
|}
 
|}
<br>
 
When overriding AA in and game you will want to set "Override" and not either of the other two. Enhancing AA will become entirely dependent on the implementation of MSAA in the game you are modifying a profile for.
 
More often than not, especially in modern DX10+ games. This is a total crap shoot, either it doesn't work, breaks something, or looks very bad.<br>
 
  
However, there are a few exceptions here. In certain game/game engines like Monolith Productions mid 2000s LithTech based games that use some sort of MSAA/FSAA hybrid the above 3 settings will generally not matter.<br>
+
====Enhance application setting====
<br>
+
{{ii}} When overriding the in-game MSAA fails, you can instead replace (enhance) the in-game MSAA with the Nvidia MSAA technique of your choice.
Example: With F.E.A.R 2 if you have the correct AA Flag on the profile and leave it at Application Controlled but have 8xQ MSAA and 8xSGSSAA enabled below it and enable F.E.A.R 2's FSAA it will enhance the FSAA.<br>
+
{{ii}} These usually require anti-aliasing compatibility flags to work properly in DirectX 9 applications; see the [[List of anti-aliasing compatibility flags for Nvidia|List of anti-aliasing compatibility flags]].
In this specific case, this actually looks much better than 8xSGSSAA or FSAA by themselves!<br><br>
+
{{mm}} The level of supersampling must match a corresponding level of MSAA. For example, if 4x MSAA is used, then 4x Sparse Grid Supersampling must be used.
 +
{{mm}} In OpenGL <code>Supersampling</code> is equivalent to <code>Sparse Grid Supersampling</code>. Ergo, 4xMSAA+4xTrSSAA will give you 4xFSSGSSAA in OpenGL games that work.
  
Another great example is Red Faction Guerrilla, you can't force AA in this game.<br>
+
'''Supersampling'''
However you can Enhance the in game MSAA with various methods of AA to some decent results. But it shines when you combine the in game AA+Enhanced AA and then downsample(Using DSR) while also enabling FXAA in the game Profile.<br>
+
{{++}} Inexpensive
''(FXAA works when Enhancing in game AA. It used to when Overriding as well, but has been broken since after 331.82. It is applied last in the chain so it doesn't cause conflicts with other AA. Though it's not recommended to use it at native over enhanced AA if that makes sense. Oversampling from Downsampling negates any smoothing issues)''<br>
+
{{++}} Does not require MSAA to work
This is a rather unique exception as most games don't yield this good of results.<br><br>
+
{{--}} Only works on alpha-tested surfaces
  
Here is a few comparisons showing it off.<br>
+
'''Full-Screen Sparse Grid Supersamping'''
http://screenshotcomparison.com/comparison.php?id=103126 <br>
+
{{++}} Extremely high-quality supersampling
This first one shows no AA by default | Vs | The game running at 2x2 Native resolution with 2xMSAA enabled in game with "Enhance Application Setting" enabled and set to 4xS (1x2 OGSSAA + 2xMSAA) together with 2xSGSSAA. Finally with FXAA enabled on the profile.<br><br>
+
{{++}} Works on the entire image
 +
{{--}} Requires MSAA to work
 +
{{--}} Very expensive
  
http://screenshotcomparison.com/comparison.php?id=103127 <br>
+
===Texture Filtering===
This second one is cropped from the native 3200x1800 buffer with 2xMSAA+4xS+2xSGSSAA |Vs| That with FXAA also enabled showing that there are still some rough edges that FXAA cleans up before it is downsampled back to native 1600x900
+
{{Image|Nvidia Profile Inspector Texture Filtering.png|Texture filtering settings}}
<br><br>
+
{{mm}} See [[Glossary:Anisotropic filtering (AF)|Anisotropic filtering (AF)]] for relevant information.
  
http://screenshotcomparison.com/comparison/161297
+
{| class="page-normaltable pcgwikitable" style="width:auto; min-width: 60%; max-width:900px; text-align: left;"
The 3rd comparison shows 2x2 native resolution + 2xMSAA | Vs | 2x2 Native + 2xMSAA+4xS+2xSGSSAA+FXAA cropped and upsampled with point filtering by 2x2 to show how much more aliasing is tackled and resolved compared to without enhancing AA.<br>
+
|-
*'''Antialiasing - setting'''
+
! style="min-width: 150px" | Parameter !! Description
This is where you would set any primary form of forced Anti Aliasing. <br>
+
|-
Which can be MSAA,CSAA(G80 to Kepler GPUs ONLY), OGSSAA (Ex 2x2 supersampling) or HSAA (Ex 16xS).
+
| '''Anisotropic filtering mode''' || Toggles the built-in anisotropic filtering override of the display drivers.
If you are going to use SGSSAA, you can use MSAA modes ONLY(2x,2xQ,4x,8xQ). The number of Color Samples have to match.<br>
+
 
[http://community.pcgamingwiki.com/topic/1858-aa-af-vsync-and-forcing-through-gpu/?p=8482 Refer to this post on which ones do what][http://u.cubeupload.com/MrBonk/revisedaaoverviewtgr.png And also this info graphic by GuruKnight of Guru3D forums]<br>
+
{{ii}} <code>16x</code> results in the best quality.
*'''Antialiasing - Transparency Multisampling'''<ref>http://http.download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/Direct3D9/src/AntiAliasingWithTransparency/docs/AntiAliasingWithTransparency.pdf</ref>
+
{{ii}} It is possible to add a global override that forces anisotropic filtering on all games. This can solve texture filtering issues that would otherwise exist in games that have mediocre texture filtering. See [[#Why force Anisotropic Filtering (AF)?|Why force Anisotropic Filtering (AF)?]] for details.
The number of games this works with is unknown, but the results can be nice when it does work.<br>
+
|-
http://screenshotcomparison.com/comparison/149642<br>
+
| '''Anisotropic filtering setting''' || Controls the level of texture filtering the driver override applies, if '''Anisotropic filtering mode''' is set to <code>User-defined / Off</code>.
Nvidia has a demo of this you can download that also includes a demo of 4xTrSSAA<br>
+
 
https://www.nvidia.com/object/transparency_aa.html<br>
+
{{ii}} Modern GPUs can perform 4x anisotropic filtering at no performance penalty.<ref>{{Refcheck|user=Aemony|date=2018-08-30|comment=This is a comment by the modder Kaldaien in his Special K mod for Ys 8, which among other things included an anisotropic filtering override. The comment is shown while hovering the mouse over the anisotropic filtering override.}}</ref>
*'''Antialiasing - Transparency Supersampling'''
+
|-
The only options here are <code>Supersampling</code> and <code>Sparse Grid Supersampling</code>.<br>
+
| '''Prevent anisotropic filtering''' || Similar to AA Behavior Flags, if this is set to <code>On</code> it will ignore user-defined driver overrides. Some games default to this, such as [[Quake 4]], [[RAGE]], [[Doom (2016)]], [[Far Cry 3]], and [[Far Cry 3: Blood Dragon]].
In reality they are both SGSSAA, but they are different in their approach. TrSSAA is formally SGSSAA while SGSSAA is actually FSSGSSAA <code>Full Scene Sparse Grid Super Sampling Anti Aliasing</code>.
+
|-
This works by replaying the pixel shading by N times number of color samples. TrSSAA(SGSSAA)does the same however it is decoupled from the main MSAA pass in that it only applies SGSSAA to Alpha Test surfaces like flat textures that come in all forms and varieties.<br>
+
| '''Texture filtering - Anisotropic filter optimization''' || Anisotropic filter optimization improves performance by limiting trilinear filtering to the primary texture stage where the general appearance and color of objects is determined. Bilinear filtering is used for all other stages, such as those used for lighting, shadows, and other effects. This setting only affects DirectX programs.
While SGSSAA (FSSGSSAA) is coupled with MSAA and needs the sample counts to match for it to work properly. Though in certain cases you can get away with mixing 4xMSAA with 2xSGSSAA. As 2xSGSSAA is poor in those cases.<br>
+
 
[http://community.pcgamingwiki.com/topic/1858-aa-af-vsync-and-forcing-through-gpu/?p=8482 Further Reference]<br>
+
* Select <code>On</code> for higher performance with a minimal loss in image quality
''In OpenGL <code>Supersampling</code> is equivalent to <code>Sparse Grid Supersampling</code>. Meaning 4xMSAA+4xTrSSAA will give you 4xFSSGSSAA in OpenGL games that work.''
+
* Select <code>Off</code>if you see shimmering on objects
<br>Do note that, usually these require AA compatibility Flags to work properly in DX9 games!<br>
+
 
*'''Enable Maxwell sample interleaving (MFAA)'''<ref>http://www.geforce.com/whats-new/articles/multi-frame-sampled-anti-aliasing-delivers-better-performance-and-superior-image-quality</ref>
+
|-
This enables Nvidia's Multi Frame Anti Aliasing mode. This only works in DXGI (DX10+) and requires either the game to have MSAA enabled in the game or MSAA to be forced.<br>
+
| '''Texture Filtering - Anisotropic sample optimization''' || Anisotropic sample optimization limits the number of anisotropic samples used based on texel size. This setting only affects DirectX programs.
What it does is change the sub sample grid pattern every frame and then is reconstructed in motion with a "Temporal Synthesis Filter" as Nvidia calls it.<br>
 
There are some caveats to using this though.<br>
 
# It is not compatible with SGSSAA as far as shown in limited testing (SGSSAA in unlikely in DX10+ anyway since you would have to use <code>Enhance Application Setting</code> and in DX10+ games the quality usually isn't good when doing so.
 
#It causes visible flickering on geometric edges and other temporal artifacts depending on the game and it's MSAA implementation. Part of this is nullified with Downsampling though. So it's GREAT to use with downsampling (In conjunction with FXAA as well)to improve AA/Performance
 
#With screenshots and videos captured locally, there will be visible sawtooth patterns.
 
#It has a Minimum Framerate requirement of about 40FPS. Otherwise the Temporal Synthesis Filter seems to fall apart in a strange way depending on the game.
 
#It does not work with SLI. Supposedly it was supposed to happen in a driver update. But, well you know.
 
  
*'''Nvidia Predefined FXAA usage'''
+
* Select <code>On</code> for higher performance with a minimal loss in image quality
Simply tells the driver whether FXAA is allowed to be turned on in Nvidia Control Panel (Primarily) or Nvidia Inspector.<br>
+
* Select <code>Off</code> if you see shimmering on objects
*'''Toggle FXAA indicator on or off'''
+
|-
This will display a small green icon in the left upper corner if enabled showing whether FXAA is enabled or not.<br>
+
| '''Texture Filtering - Driver Controlled LOD Bias''' || When using SGSSAA with this enabled will allow the driver to compute its own negative LOD bias for textures to help improve sharpness (at cost of potential for more aliasing) for those who prefer it. It's generally less than the fixed amounts that are recommended.{{cn|date=October 2016}}
*'''Toggle FXAA on or off'''
 
Turns FXAA on or Off. You can also enable this when you are Enhancing in game AA as shown above.
 
<br><br>
 
  
===Texture Filtering===
+
{{ii}} Manual LOD bias will be ignored when this is enabled.
 +
|-
 +
| '''Texture Filtering - LOD Bias (DX)''' || {{mm}} [https://web.archive.org/web/20160514011908/http://screenshotcomparison.com/comparison/159382 Interactive example]
 +
{{mm}} [https://web.archive.org/web/20181019132341/https://naturalviolence.webs.com/lodbias.htm Explanation of LOD bias]
 +
The level of detail bias setting for textures in DirectX applications. This normally only works under 2 circumstances, both of which requires '''Driver Controlled LoD Bias''' set to <code>Off</code>.
  
*'''Anisotropic Filtering mode'''
+
# When ''' Antialiasing - Mode''' is set to <code>Override Application Setting</code> or <code>Enhance Application Setting</code>, and an appropriate '''Antialiasing - Setting''' is selected.
Simply tells the driver whether the Driver controls AF for the application or the application is allowed to do its own thing.
+
# If you leave the '''Antialiasing - Mode''' setting to <code>Application Controlled</code> or <code>Enhance Application Setting</code> but you set the anti-aliasing and transparency setting to SGSSAA (e.g. 4xMSAA and 4xSGSSAA; TrSSAA in OpenGL) then you can freely set the LOD bias and the changes will work without forcing anti-aliasing. This has the side effect that in some games if the game has MSAA, it will act as if you were "enhancing" the game setting even if using <code>Application Controlled</code>.
It is recommended you leave this set to "User Defined/Off". Because lots of games do not have Texture Filtering options and lots of games also have mediocre or intentionally mediocre Texture Filtering.<br>
 
Most of the time Driver AF is higher quality than in game AF.<br>
 
Modern recent examples: Just Cause 3, Assassin's Creed Syndicate,Black Ops 3.<br>
 
Only rarely will this incur a performance hit of any significance when overriding globally.<br>
 
AC:Syndicate is one example of there being a minor performance cost, but it's worth it IMO and it's is a rare duck. Most games do not incur the same kind of performance with Driver AF.<br>
 
*'''Anisotropic Filtering setting'''
 
If you have it set as above. This determines what level of Texture Filtering is forced on an Application. <code>16x</code> is the best. But it also has options for <code>Off[point]</code> which is Point Filtering(You wouldn't want this 9/10 times.) <code>Off[Linear]</code> which is assumed Bilinear filtering.<br>
 
*'''Prevent Anisotropic Filtering'''
 
Similar to AA Behavior Flags, if this is set to On it will ignore Driver Overrides from NI or NVCP. Some games default to this. Such as Quake 4, Rage, Doom 2016, Far Cry 3 and Far Cry Blood Dragon.<br>
 
*'''Texture Filtering - Anisotropic filter optimization'''<ref name="NvGames.dll">NvGames.dll</ref>
 
"Anisotropic filter optimization improves performance by limiting trilinear filtering to the primary texture stage where the general appearance and color of objects is determined. Bilinear filtering is used for all other stages, such as those used for lighting, shadows, and other effects. This setting only affects DirectX programs."<br>
 
  
This might have been necessary 10-12 years ago. But not now.<br>
+
'''Notes:'''
*'''Texture Filtering - Anisotropic sample optimization '''<ref name="NvGames.dll"/>
+
{{ii}} If you wish to use a negative LOD bias when forcing SGSSAA, these are the recommended amounts:
"Anisotropic sample optimization limits the number of anisotropic samples used based on texel size. This setting only affects DirectX programs."<br>
 
Same as above, unnecessary to use today.<br>
 
*'''Texture Filtering - Driver Controlled LOD Bias'''
 
When using SGSSAA with this enabled will allow the driver to compute it's own Negative LOD Bias for textures to help improve sharpness (At cost of potential for more aliasing)for those who prefer it. It's generally less than the fixed amounts that are recommended.<br>
 
When this is enabled setting a manual bias will not do anything. And AutoLOD will always be applied.<br>
 
*'''Texture Filtering - LOD Bias (DX)'''
 
The Level of Detail Bias setting for textures in DirectX Backends. This normally only works under 2 circumstances.<br>
 
For both "Driver Controlled LoD Bias" must be set to "Off"<br>
 
#When Overriding or Enhancing AA.
 
#The last choice is an interesting one. If you leave the <code>Antialiasing Mode</code> setting to <code>Application Controlled</code> or <code>Enhance Application Setting</code>(Try Application controlled first!) but you set the AA and Transparency setting to SGSSAA (Eg 4xMSAA and 4xSGSSAA;TrSSAA in OpenGL then you can freely set the LOD bias and the changes will work without forcing AA. This has the side effect that in some games if the game has MSAA, it will act as if you were "Enhancing" the game setting. Even if you are using <code>Application Controlled</code><br>
 
Comparison example http://screenshotcomparison.com/comparison/159382<br>
 
<br>"The so called Level of Detail BIAS (LOD BIAS) controls at which distance from the viewer the switch to lower resolution mip maps takes place. The standard value of the LOD BIAS is 0.0. If you lower the LOD BIAS below zero, the mip map levels are moved farther away, resulting in seemingly sharper textures. But if the scene is moving, the textures start to shimmer."<ref>http://naturalviolence.webs.com/lodbias.htm</ref>
 
<br><br>
 
If you wish to use a -LOD Bias when forcing SGSSAA, these are the recommended amounts
 
 
#2xSGSSAA (2 samples): -0.5
 
#2xSGSSAA (2 samples): -0.5
 
#4xSGSSAA (4 samples): -1.0
 
#4xSGSSAA (4 samples): -1.0
#8xSGSSAA (8 samples): -1.5 <br>
+
#8xSGSSAA (8 samples): -1.5
Do not use a -LOD Bias when using OGSSAA and HSAA modes, these already have their own automatic LOD bias (Which can cause problems in some games)<ref>http://naturalviolence.webs.com/sgssaa.htm</ref><br>
+
{{ii}} Do not use a negative LOD bias when using OGSSAA and HSAA as they have their own LOD bias.<ref>{{Refurl|url=https://web.archive.org/web/20180716171211/https://naturalviolence.webs.com/sgssaa.htm|title=Natural Violence - SGSSAA (archived 16 July 2018)|date=2016-10-12}}</ref>
*'''Texture Filtering - LOD Bias (OGL)'''
+
|-
The same as the above except for OpenGL. If you'd like to try changing the LOD bias without forcing AA. Set the Transparency setting to one of the <code>Supersampling</code> modes instead of <code>Sparse Grid Supersampling</code><br>
+
| '''Texture Filtering - LOD Bias (OGL)''' || Identical to '''Texture Filtering - LOD Bias (DX)''' but applies to OpenGL applications instead.
*'''Texture Filtering - Negative LOD bias'''
+
|-
This used to control whether NLOD's were Clamped (Not allowed) or Allowed . With Fermi GPU's and on, this no longer really functions. By default it clamps. Driver Controlled LoD Bias works either way.<br>
+
| '''Texture Filtering - Negative LOD bias''' || Some applications use negative LOD bias to sharpen texture filtering. This sharpens the stationary image but introduces aliasing ("shimmering") when the scene is in motion. This setting controls whether negative LOD bias are clamped (not allowed) or allowed.
*'''Texture Filtering - Quality'''
+
{{ii}} Has no effect on Kepler GPU's and beyond unless using Nvidia SSAA (SG, OG or Hybrid); can be worked around by setting '''Antialiasing - Transparency Supersampling''' to <code>AA_MODE_REPLAY_MODE_ALL</code>.<ref>{{Refurl|url=https://forums.guru3d.com/threads/negative-lod-bias.394493/page-2#post-4958052|title=Negative LOD bias - Post #22|date=9 June 2023}}</ref><ref>{{Refurl|url=https://www.nvidia.com/en-us/geforce/forums/discover/149215/clamp-negative-lod-bias/#4174240|title=Clamp negative LOD bias|date=May 2023}}</ref>
Leave this at High Quality, this is an old optimization for older hardware to improve AF performance at the cost of some quality. If you have older hardware, like G80(8000 series) and prior, feel free to play around to see if it helps at all.<br>
+
|-
*'''Texture Filtering - Trilinear Optimization'''
+
| '''Texture Filtering - Quality''' || This setting allows you to decide if you would prefer performance, quality, or a balance between the two. If you change this using the [[Nvidia Control Panel]], the control panel will make all of the appropriate texture filtering adjustments based on the selected preference.
Same as above, an optimization of the number of texture samples taken for texture filtering. The HQ Setting above disables this anyway. Might only have to do when using Trilinear filtering.<ref>http://www.freepatentsonline.com/7193627.html</ref><br>
+
 
<br>
+
{{ii}} Should be set to or left at <code>High Quality</code> if not using a GeForce 8 series GPU or earlier.{{cn|August 2018}}
 +
|-
 +
| '''Texture Filtering - Trilinear Optimization''' || Trilinear optimization improves texture filtering performance by allowing bilinear filtering on textures in parts of the scene where trilinear filtering is not necessary. This setting only affects DirectX applications.
 +
 
 +
{{ii}} Disabled if '''Texture Filtering - Quality''' is set to <code>High Quality</code>.
 +
|-
 +
|}
 +
 
 
===Common===
 
===Common===
*'''Ambient Occlusion setting'''
+
{{Image|Nvidia Profile Inspector Common.png|Common settings}}
This needs to be set to enable HBAO+, there are 3 settings.
 
#<code>Performance</code>
 
#<code>Quality</code>
 
#<code>High Quality</code>
 
Q and HQ are pretty much the same (Though before HBAO+ was introduced there was a significant difference).
 
<br>Performance lowers the resolution and precision of the effect noticeably in many games. With less accurate and stronger shading. <br>However in some games, using <code>Performance</code> actually fixes some issues when using the Q and HQ settings without other drawbacks. (Ex: Oddworld New N Tasty,) The HBAO+ thread and list usually mention if needed.<br>
 
*'''Ambient Occlusion usage'''
 
When using HBAO+ set this to <code>On</code><br>
 
*'''Extension limit'''
 
"Extension limit indicates whether the driver extension string has been trimmed for compatibility with particular applications. Some older applications cannot process long extension strings and will crash if extensions are unlimited."<br>
 
"If you are using an older OpenGL application, turning this option on may prevent crashing. If you are using a newer OpenGL application, you should turn this option off"<ref name="NvGames.dll"/><br>
 
*'''Multi-display/mixed-GPU acceleration'''
 
"This controls GPU-based acceleration in OpenGL applications and will not have any effect on performance on DirectX platforms. Mixed GPU acceleration permits the use of heterogeneous graphics boards driving multiple monitors independently." <ref>https://forums.geforce.com/default/topic/449234/sli/mulit-display-mixed-gpu-acceleration-how-to-use-/</ref><br>
 
*'''Power management mode'''
 
"Setting Power management mode from "Adaptive" to "Maximum Performance" can improve performance in certain applications when the GPU is throttling the clock speeds incorrectly."<ref>https://nvidia.custhelp.com/app/answers/detail/a_id/3130/~/setting-power-management-mode-from-adaptive-to-maximum-performance</ref>
 
<br>Often GPU Boost GPUs will not clock correctly in <code>Adaptive</code> mode. They will idle whenever they feel like it. This can cause performance problems. However using <code>Prefer Maximum Performance</code> globally may not allow your GPU to downclock back to idle properly depending on your setup.
 
If you wish to try and see, when you set this on the Global Profile, you may need to reset the Driver for it to take effect. (Easiest is to restart PC). For setting it on individual Application Profiles, it isn't usually necessary.<br>
 
*'''Shader cache'''
 
This was added in driver 337.88<br>
 
  
"Shaders are used in almost every game, adding numerous visual effects that can greatly improve image quality (you can see the dramatic impact of shader technology in Watch Dogs here). Generally, shaders are compiled during loading screens, or during gameplay in seamless world titles, such as Assassin's Creed IV, Batman: Arkham Origins, and the aforementioned Watch Dogs. During loads their compilation increases the time it takes to start playing, and during gameplay increases CPU usage, lowering frame rates. When the shader is no longer required, or the game is closed, it is disgarded, forcing its recompilation the next time you play.<br>
+
{| class="page-normaltable pcgwikitable" style="width:auto; min-width: 60%; max-width:900px; text-align: left;"
 +
|-
 +
! style="min-width: 150px" | Parameter !! Description
 +
|-
 +
| '''Ambient Occlusion setting''' || This setting determines what mode of ambient occlusion is to be used when forced in games with no built-in support for it:
 +
 
 +
* '''Performance'''
 +
* '''Quality'''
 +
* '''High Quality'''
 +
{{ii}} <code>Quality</code> and <code>High Quality</code> are nearly identical, while <code>Performance</code> noticeably lowers the resolution and precision of the effect in many games with less-accurate and stronger shading.{{cn|October 2016}}
 +
{{ii}} Certain games need <code>Performance</code> to support forced ambient occlusion, such as [[Oddworld: New 'n' Tasty!]]{{cn|October 2016}}
 +
|-
 +
| '''Ambient Occlusion usage''' || Set this to <code>Enabled</code> when using forced ambient occlusion.
 +
|-
 +
| '''CUDA - Force P2 State''' || If set to OFF it forces GPU into P0 State for compute.
 +
|-
 +
| '''Extension limit''' || Extension limit indicates whether the driver extension string has been trimmed for compatibility with particular applications. Some older applications cannot process long extension strings and will crash if extensions are unlimited.
 +
 
 +
* If you are using an older OpenGL application, turning this option on may prevent crashing
 +
* If you are using a newer OpenGL application, you should turn this option off.
 +
|-
 +
| '''Multi-display/mixed-GPU acceleration''' || This controls GPU-based acceleration in OpenGL applications and will have no effect on performance on DirectX platforms.<ref>{{Refurl|url=https://forums.geforce.com/default/topic/449234/sli/mulit-display-mixed-gpu-acceleration-how-to-use-/post/3191385/#3191385|title=GeForce Forums - Mulit Display/Mixed GPU Acceleration How to use?|date=2018-08-30}}</ref>
 +
|-
 +
| '''OpenGL - Version Override''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Optimize for Compute Performance''' || This setting is intended to provide additional performance to non-gaming applications that use large CUDA address spaces and large amounts of GPU memory when run on graphics cards based on second-generation Maxwell GPUs. Graphics cards based on other architectures do not utilize this setting.<ref>{{Refurl|url=https://nvidia.custhelp.com/app/answers/detail/a_id/4370/~/what-does-the-setting-optimize-for-compute-performance-do%3F#:~:text=Updated%2001%2F25%2F2017%2011,on%20second%2Dgeneration%20Maxwell%20GPUs.|title=What does the setting "Optimize for Compute Performance" do?|date=2017-01-25}}</ref>
 +
|-
 +
| '''Power management mode''' || This allows you to set a preference for the performance level of the graphics card when running 3D applications. It is recommended to configure this on a per-game basis using game-specific profiles, to prevent unnecessary power draw while not gaming.
 +
 
 +
* '''Adaptive'''
 +
{{ii}} Automatically determines whether to use a lower clock speed for games and apps.
 +
{{++}} Works well when not playing games.
 +
{{--}} Older Nvidia GPU Boost GPUs tend to incorrectly use a lower clock speed.{{cn|date=October 2016}}
 +
{{mm}} Setting power management mode from <code>Adaptive</code> to <code>Maximum Performance</code> can improve performance in certain applications when the GPU is throttling the clock speeds incorrectly.<ref>https://nvidia.custhelp.com/app/answers/detail/a_id/3130/~/setting-power-management-mode-from-adaptive-to-maximum-performance</ref>
 +
 
 +
* '''Optimal power'''
 +
{{ii}} Same as '''Adaptive''', but will not re-render frames when the GPU workload is idle; instead it will just display the previous frame.
 +
{{mm}} The default power management mode on modern graphics cards.
 +
 
 +
* '''Prefer maximum performance'''
 +
{{ii}} Prevents the GPU from switching to a lower clock speed for games and apps.
 +
{{++}} Works well when playing games.
 +
{{--}} Wasteful when not using GPU-intensive applications or games.
 +
|-
 +
| '''Shader cache''' || Enables or disables the shader cache, which saves compiled shaders to your hard drive to improve game performance.<ref>{{Refsnip|url=http://www.geforce.com/whats-new/articles/nvidia-geforce-337-88-whql-watch-dog-drivers|title=GeForce 337.88 WHQL, Game Ready Watch Dogs Drivers Increase Frame Rates By Up To 75%|date=2016-10-12|snippet=Shaders are used in almost every game, adding numerous visual effects that can greatly improve image quality (you can see the dramatic impact of shader technology in Watch Dogs here). Generally, shaders are compiled during loading screens, or during gameplay in seamless world titles, such as Assassin's Creed IV, Batman: Arkham Origins, and the aforementioned Watch Dogs. During loads their compilation increases the time it takes to start playing, and during gameplay increases CPU usage, lowering frame rates. When the shader is no longer required, or the game is closed, it is discarded, forcing its recompilation the next time you play.<br>
 
In today's 337.88 WHQL drivers we've introduced a new NVIDIA Control Panel feature called "Shader Cache", which saves compiled shaders to a cache on your hard drive. Following the compilation and saving of the shader, the shader can simply be recalled from the hard disk the next time it is required, potentially reducing load times and CPU usage to optimize and improve your experience.<br>
 
In today's 337.88 WHQL drivers we've introduced a new NVIDIA Control Panel feature called "Shader Cache", which saves compiled shaders to a cache on your hard drive. Following the compilation and saving of the shader, the shader can simply be recalled from the hard disk the next time it is required, potentially reducing load times and CPU usage to optimize and improve your experience.<br>
By default the Shader Cache is enabled for all games, and saves up to 256MB of compiled shaders in %USERPROFILE%\AppData\Local\Temp\NVIDIA Corporation\NV_Cache. This location can be changed by moving your entire Temp folder using Windows Control Panel > System > System Properties > Advanced > Environmental Variables > Temp, or by using a Junction Point to relocate the NV_Cache folder. To change the use state of Shader Cache on a per-game basis simply locate the option in the NVIDIA Control Panel, as shown below. "<ref>http://www.geforce.com/whats-new/articles/nvidia-geforce-337-88-whql-watch-dog-drivers</ref><br>
+
By default the Shader Cache is enabled for all games, and saves up to 256MB of compiled shaders in %USERPROFILE%\AppData\Local\Temp\NVIDIA Corporation\NV_Cache. This location can be changed by moving your entire Temp folder using Windows Control Panel > System > System Properties > Advanced > Environmental Variables > Temp, or by using a Junction Point to relocate the NV_Cache folder. To change the use state of Shader Cache on a per-game basis simply locate the option in the NVIDIA Control Panel, as shown below.}}</ref>
*'''Threaded optimization'''
+
 
It is unknown what this actually does. But it works in DX and OGL and apparently can help and make things worse depending on the game. It defaults to Auto, so that might be the best way to leave it aside from known problematic games.<br>
+
{{mm}}Added in driver 337.88
''Games with known issues with Threaded Optimization''<br>
+
|-
#Neverwinter Nights
+
| '''Show PhysX Visual Indicator''' || Enables an on-screen status indicator of when PhysX is being used. If PhysX is not being used, the indicator is not shown at all.
#Battlefield Bad Company 2 in MP
+
|-
#The Chronicles of Riddick: Assault on Dark Athena
+
| '''Threaded optimization''' || Allows '''OpenGL''' applications to take advantage of multiple CPUs.
#DayZ/Arma 2 (Might not be the case anymore. Verification would be nice)
+
 
''Games that Threaded Optimization helps''<br>
+
{{ii}} Most newer applications should benefit from the <code>Auto</code> or <code>On</code> options.
#Source Engine games
+
{{ii}} This setting should be turned off for most older applications.
#Sleeping Dogs
+
|-
If you know of any other games it helps or hurts. Post in the discussion tab!
+
|}
<br>
+
 
 
===SLI===
 
===SLI===
*'''Antialiasing - SLI AA'''
+
{{Image|Nvidia Profile Inspector SLI.png|SLI settings}}
"SLI AA essentially disables normal AFR rendering, and in 2-way mode will use the primary GPU for rendering+forced AA, while the secondary GPU is only used to do AA work.<br>
+
 
In SLI8x mode for example, each GPU would then do 4xMSAA after which the final result becomes 4xMSAA+4xMSAA=8xMSAA.<br>
+
{| class="page-normaltable pcgwikitable" style="width:auto; min-width: 60%; max-width:900px; text-align: left;"
This can be useful in games without proper SLI support, so at least the second GPU is not just idling.<br>
+
|-
However it unfortunately only works correctly in OpenGL, and there will be no difference in temporal behavior between for example normal forced 4xMSAA+4xSGSSAA and SLI8x+8xSGSSAA in DX9."<ref>http://forums.guru3d.com/showpost.php?p=5248459&postcount=69</ref><ref>http://www.nvidia.com/object/slizone_sliAA_howto1.html</ref><br>
+
! style="min-width: 150px" | Parameter !! Description
*'''Disable SLI (Explicitly set through NVAPI)'''
+
|-
*'''Number of GPUs to use on SLI rendering mode'''
+
| '''Antialiasing - SLI AA''' || This determines whether a Nvidia SLI setup splits the MSAA workload between the available GPUs.<ref>{{Refsnip|url=http://www.nvidia.com/object/slizone_sliAA_howto1.html|title=NVIDIA - SLI Antialiasing|date=2016-10-12|snippet=SLI AA essentially disables normal AFR rendering, and in 2-way mode will use the primary GPU for rendering + forced AA, while the secondary GPU is only used to do AA work.<br><br>In SLI8x mode for example, each GPU would then do 4xMSAA after which the final result becomes 4xMSAA+4xMSAA=8xMSAA.<br><br>This can be useful in games without proper SLI support, so at least the second GPU is not just idling.<br><br>However it unfortunately only works correctly in OpenGL, and there will be no difference in temporal behavior between for example normal forced 4xMSAA+4xSGSSAA and SLI8x+8xSGSSAA in DX9.}}</ref>
*'''NVIDIA predefined number of GPUs to use on SLI rendering mode'''
+
|-
*'''NVIDIA predefined number of GPUs to use on SLI rendering mode on DX10'''
+
| '''Disable SLI (Explicitly set through NVAPI)''' || If you know what this setting does, please add a description here.
*'''NVIDIA predefined SLI mode'''
+
|-
*'''NVIDIA predefined SLI mode on DX10'''
+
| '''Number of GPUs to use on SLI rendering mode''' || Forces all rendering modes to utilize either one, two, three or four gpu's for rendering.
*'''SLI indicator'''
+
|-
*'''SLI rendering mode'''
+
| '''NVIDIA predefined number of GPUs to use on SLI rendering mode''' || Forces DX9 and OpenGl to utilize either one, two, three or four gpu's for rendering.
 +
|-
 +
| '''NVIDIA predefined number of GPUs to use on SLI rendering mode on DX10''' || Forces DX10, DX11 and DX12 to utilize either one, two, three or four gpu's for rendering. This can effect total bandwidth not using four but using four rather than 2 can cause artifacting in certain games.
 +
|-
 +
| '''NVIDIA predefined SLI mode''' || Forces DX9 and OpenGl to render using AFR, AFR 2, SFR (CFR) or Single Gpu Mode with Sli Enabled in Nvidia Control Panel.
 +
|-
 +
| '''NVIDIA predefined SLI mode on DX10''' || Forces DX10, DX11 and DX12 to render using AFR, AFR 2, SFR (CFR) or Single Gpu Mode with Sli Enabled in Nvidia Control Panel. Almost all games require AFR in DX11. Nvlink with turing allows for CFR to be used in several games where AFR is not even usable.
 +
|-
 +
| '''SLI indicator''' ||  Enables a semi-transparent on-screen status indicator of when SLI is being used and how the workload is split between the cards.
 +
|-
 +
| '''SLI rendering mode''' || Forces Base sli rendering mode AFR, AFR 2, SFR (CFR) or Single Gpu Mode with Sli Enabled in Nvidia Control Panel (Good for quick switching to test fps). Using this setting will override compatibility settings set in the sli section, this is why I call it Base Sli.
 +
|-
 +
|}
 +
 
 +
===Stereo===
 +
{{Image|Nvidia Profile Inspector Stereo.png|Stereo settings}}
 +
{{ii}} Lists stereoscopic 3D settings related to Nvidia 3D Vision. More info can be found on [http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings Bo3b's School for Shaderhackers].
 +
 
 +
{| class="page-normaltable pcgwikitable" style="width:auto; min-width: 60%; max-width:900px; text-align: left;"
 +
|-
 +
! style="min-width: 150px" | Parameter !! Description
 +
|-
 +
| '''Force Stereo shuttering''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''LaserXAdjust''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''LaserYAdjust''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Stereo - Display mode''' || This setting allows you to choose the appropriate display mode for shutter glasses, stereo displays, and other hardware. Refer to the hardware documentation to determine which mode to use.
 +
|-
 +
| '''Stereo - Dongle Support''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Stereo - Enable''' || Enables stereo in OpenGL applications.
 +
|-
 +
| '''Stereo - Swap eyes''' || Select this option to exchange the left and right images.
 +
|-
 +
| '''Stereo - Swap mode''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''StereoConvergence''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''StereoCutoff''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''StereoCutoffDepthFar''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''StereoCutoffDepthNear''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''StereoFlagsDX10''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''StereoMemoEnabled''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''StereoProfile''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''StereoTextureEnable''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''StereoUseMatrix''' || If you know what this setting does, please add a description here.
 +
|-
 +
|}
 +
 
 +
===Other===
 +
{{Image|Nvidia Profile Inspector Other.png|Other settings}}
 +
{{ii}} Lists settings which do not match another category.
 +
 
 +
{| class="page-normaltable pcgwikitable" style="width:auto; min-width: 60%; max-width:900px; text-align: left;"
 +
|-
 +
! style="min-width: 150px" | Parameter !! Description
 +
|-
 +
| '''Ansel flags for enabled applications''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Application Profile Notification Popup Timeout''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Battery Boost''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Buffer-flipping mode''' || Determines how the video buffer is copied to the screen. This setting only affects OpenGL and Vulkan programs.
 +
* '''Auto-select''' - When possible - driver coverts fullscreen-sized windows into exclusive fullscreen.
 +
* '''Use block transfer''' - Disables any driver conversions, all apps will work in legacy windowed mode.
 +
{{ii}} Has no effect when '''Vulkan/OpengL present method''' set to {{Code|Prefer layered on DXGI Swapchain}}.
 +
|-
 +
| '''Deep color for 3D applications''' || Toggles 30-bit (10 bpc) deep color on compatible monitors on Quadro cards. Affects only OpenGL (windowed and fullscreen) and Direct3D 10 (fullscreen mode only). See [https://www.nvidia.com/docs/IO/40049/TB-04701-001_v02_new.pdf this technical brief] for further information.
 +
|-
 +
| '''Display the VRR Overlay Indicator''' || Draws a G-Sync logo when an application engages G-Sync.
 +
|-
 +
| '''Do not display this profile in the Control Panel''' || Hides the profile from being listed in [[Nvidia Control Panel]] > '''Manage 3D Settings''' > '''Program Settings'''.
 +
|-
 +
| '''Enable Ansel''' || Toggles Ansel (NvCamera) for the application. This is enabled by default and results in the display drivers injecting the DLL files for Ansel in all applications.
 +
|-
 +
| '''Enable application for Optimus''' || On an [[Nvidia#Optimus|Optimus laptop]], controls whether the selected application runs on the dedicated Nvidia GPU or the integrated GPU.
 +
|-
 +
| '''Enable GTX950 specific features''' || Enables GTX 950 latency optimizations on E-Sports Titles (Dota 2, Heroes of the Storm, League of Legends)
 +
|-
 +
| '''Enable NV_gpu_multicast extension''' || This extension enables novel multi-GPU rendering techniques by providing application control over a group of linked GPUs with identical hardware configuration.  This setting only affects OpenGL programs.
 +
|-
 +
| '''Enable overlay''' || Allows the use of OpenGL overlay planes in programs. Typically used if a program fails to render OpenGL planes.
 +
|-
 +
| '''Event Log Severity Threshold''' || If you know what this setting does, please add a description here. This setting only affects OpenGL programs.
 +
|-
 +
| '''Event Log Tmon Severity Threshold''' || If you know what this setting does, please add a description here. This setting only affects OpenGL programs.
 +
|-
 +
| '''Export Performance Counters''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Export Performance Counters for DX9 only''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Exported Overlay pixel types''' || Determines whether the driver supports RGB or color indexed OpenGL overlay plane formats. Typically used if a program fails to set the proper OpenGL overlay plane format.
 +
|-
 +
| '''Frame Rate Monitor''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Frame Rate Monitor Control''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''High level control of the rendering quality on OpenGL''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''ICafe Settings''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''List of Universal GPU ids''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Maximum AA samples allowed for a given application''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Maximum frames allowed''' || Redundant setting for "Maximum pre-rendered frames". If set from the Nvidia Control Panel, both this and "Maximum pre-rendered frames" will be updated.
 +
|-
 +
| '''Maximum GPU Power''' || If you know what this setting does, please add a description here. (Not available in version 1.9.7.3)
 +
|-
 +
| '''Maximum resolution alllowed for a given application''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Memory Allocation Policy''' || This defines how workstation feature resource allocation is performed.
 +
* '''As Needed (default)''' - Resources for workstation features are allocated as needed resulting in the minimum amount of resource consumption. Feature activation or deactivation often causes mode-sets.
 +
* '''Moderate pre-allocation''' - Resources for the first workstation feature activated are statically allocated at system boot and persist thereafter. This will use more GPU and system memory, but will prevent mode-sets when activating or deactivating a single feature. Invocation of additional workstation features will still cause mode-sets.
 +
* '''Aggressive pre-allocation''' - Resources for all workstation features are statically allocated at system boot and persist thereafter. This will use the most GPU and system memory, but will prevent mode-sets when activating or deactivating all workstation features.
 +
|-
 +
| '''NVIDIA Predefined Ansel Usage''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''NVIDIA Quality upscaling''' || Uses a lanczos upscaling filter instead of a bilinear one. The result is a less blurry fullscreen picture at less than native resolutions.
 +
|-
 +
| '''OpenGL default swap interval''' || Toggles Vertical Sync behaviour, but specifically for OpenGL applications.
 +
* '''0x00000000 OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED''' - Let the application decide.
 +
* '''0x00000001 OGL_DEFAULT_SWAP_INTERVAL_VSYNC''' - Follow the Vertical Sync setting used under the "[[#Sync_and_Refresh|Sync and Refresh]]" section
 +
* '''0x10000000 OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON''' - Force Vertical Sync on
 +
* '''0xF0000000 OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF''' - Force Vertical Sync off
 +
* '''0xFFFFFFFF OGL_DEFAULT_SWAP_INTERVAL_DISABLE''' - Same as FORCE_OFF
 +
|-
 +
| '''OpenGL default swap interval fraction''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''OpenGL default swap interval sign''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Optimus flags for enabled applications''' ||  Select which GPU is used when launching the application.
 +
* '''0x00000000 SHIM_MCCOMPAT_INTEGRATED''' Use Integrated Graphics
 +
* '''0x00000001 SHIM_MCCOMPAT_ENABLE''' Use DGPU [Nvidia Card]
 +
* '''0x00000002 SHIM_MCCOMPAT_USER_EDITABLE''' Use Chooses GPU [Via Menu/Control Panel/Right Click Menu]
 +
* '''0x00000008 SHIM_MCCOMPAT_VARYING_BIT''' If you know what this setting does, please add a description here.
 +
* '''0x00000010 SHIM_MCCOMPAT_AUTO_SELECT''' Use Auto Default Option [Nvidia Control Panel Decided]
 +
* '''0x80000000 SHIM_MCCOMPAT_OVERRIDE_BIT''' If you know what this setting does, please add a description here.
 +
|-
 +
| '''PowerThrottle''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Preferred OpenGL GPU''' || Select the GPU to be used by OpenGL applications.
 +
|-
 +
| '''Quiet Mode''' || Quiet Mode/Whisper Mode, Select ON/OFF [Makes Laptop/GPU Run Quieter]
 +
|-
 +
| '''Quiet Mode Application FPS''' || When Quiet Mode Is Enabled, Set MAX FPS For Applications Using GPU in Quiet Mode
 +
|-
 +
| '''Shim Rendering Mode Options per application for Optimus''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''SILK Smoothness''' || Silk reduces stutters in games caused by variable CPU or GPU workloads by smoothing out animation and presentation cadence using animation prediction and post render smoothing buffer.
 +
 
 +
* '''Off''' – Silk is disabled.
 +
* '''Low''' – Moderate smoothing is enabled and most microstutter is eliminated.
 +
* '''Medium''' – Many stutters and hitches are removed in typical games.
 +
* '''High''' – More smoothing is applied and may result in observable input lag.
 +
* '''Ultra''' – Maximum smoothing is applied and most stutters and hitches in games are eliminated. Lag may be unacceptable in some games.
 +
 
 +
{{ii}} Selecting High or Ultra settings for silk can increase noticeable lag when playing, and may not be appropriate for first person shooters or competitive gaming.
 +
|-
 +
| '''Steam Application ID''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Unified back/depth buffer''' || This setting is allows the OpenGL driver to allocate one back buffer and one depth buffer at the same resolution of the display. When this setting is enabled, OpenGL applications that create multiple windows use video memory more efficiently and show improved performance. When this setting is off, the OpenGL driver allocates a back buffer and depth buffer for every window created by an OpenGL application<ref>https://www.manualslib.com/manual/557432/Nvidia-Quadro-Workstation.html?page=120</ref>
 +
|-
 +
| '''VAB Default Data''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Variable refresh Rate''' || If you know what this setting does, please add a description here.
 +
|-
 +
| '''Virtual Reality pre-rendered frames''' || Limits the number of frames the CPU can prepare before the frames are processed by the GPU. Lower latency is preferable for virtual reality head sets.
 +
|-
 +
| '''Vsync - Behavior Flags''' || If you know what this setting does, please add a description here.
 +
|-
 +
|}
  
 +
===Unknown===
 +
{{Image|Nvidia Profile Inspector Unknown.png|Unknown settings}}
 +
{{ii}} These are unknown settings or overrides that Nvidia Profile Inspector is not aware of what they determine or controls.
 +
{{mm}} Most of these are game-specific overrides only applicable to a few games, or new flags that were introduced in newer versions of the display drivers.
 +
{{--}} Not all unknown settings can be properly exported and imported at will. If a built-in profile using one of those have been removed, the recommendation is to reinstall the display drivers to ensure they are restored fully.
  
 +
{| class="page-normaltable pcgwikitable" style="width:auto; min-width: 60%; max-width:900px; text-align: left;"
 +
|-
 +
! style="min-width: 150px" | Parameter !! Description
 +
|-
 +
| '''0x00666634''' || When set to 1 (0x00000001), marks applications covered by the profile as a Silk Test App. This is required for the "SILK Smoothness" setting to take effect.
  
 +
|-
 +
! style="min-width: 150px" | Parameter !! Description
 +
|-
 +
| '''0x10834FEE''' || When the parameter is set to 2 (0x0020000) the value modifies the speed of everything including the framerate that windows handles therefore it is better disabled because it renders ineffective the value of Nvidia framerate limiter v3 please refrain from modifying this value and leave it at the value 0x00000000 so that all applications work naturally
 +
|-
 +
|}
 +
 +
<br style="clear: both">
  
 
{{References}}
 
{{References}}
 +
[[Category:Utility]]

Latest revision as of 16:03, 11 February 2024

Nvidia Profile Inspector
Nvidia Profile Inspector cover
Developers
Orbmu2k
Release dates
Windows June 20, 2010[1]

Nvidia Profile Inspector (NPI) is an open source third-party tool created for pulling up and editing application profiles within the Nvidia display drivers. It works much like the Manage 3D settings page in the Nvidia Control Panel but goes more in-depth and exposes settings and offers functionality not available through the native control panel.

The tool was spun out of the original Nvidia Inspector which featured an overclocking utility and required the user to create a shortcut to launch the profile editor separately.

Nvidia Profile Inspector typically sees maintenance updates released every couple of months, keeping it aligned with changes introduced in newer versions of the drivers, although the project were seemingly on a hiatus between January 19, 2021 and November 13, 2022. An unofficial fork was released in April 2022 with improved support for newer drivers and now no longer available since an official update from the original author.

General information

HBAO+ Compatibility Flags
Anti-Aliasing Compatibility Flags
SLI Compatibility Flags (German)
Official repository

Related articles

Nvidia
Nvidia Control Panel

Availability

Source DRM Notes Keys OS
Official website
DRM-free
Windows

Installation

Main window of the global/base profile.
Main window of the global/base profile.
Instructions
  1. Download the latest build.
  2. Save and extract it to an appropriate permanent location.
  3. Run nvidiaProfileInspector.exe to start the application. It may be worth making a shortcut and pinning it to your start menu or desktop.

Status indicators

  • White cog - Global default / Unchanged.
  • Grey cog - Global override through the base _GLOBAL_DRIVER_PROFILE profile.
  • Blue cog - Profile-specific user-defined override.
  • Green cog - Profile-specific Nvidia predefined override.

First steps for tweaking driver settings

Select (or create if missing) the display driver profile for the game
  1. Download and run the latest version of the Profile Inspector, see Installation.
  2. Using the Profiles list on top of the window, select the game-specific profile if one exists. If one does not exist, create a new one:
    1. Click on the Create new profile icon (the sun).
    2. Give the profile a relevant name. The name of the game is often used.
    3. Click on the Add application to current profile icon (a small window with an icon of binoculars with a "+" above it).
    4. Navigate to <path-to-game> and select the game executable and click Open.
      • If you get a message that Filename.exe already belongs to a profile, verify that the application does not exist in the Profiles list again, then re-select the executable again with the file format in the selection dialog set to Application Absolute Path (*.exe) instead of the default Application EXE Name (*.exe).
  3. Tweak the desired settings.
  4. Finally click on Apply changes to save the changes.

Video

Anisotropic filtering (AF)

Example of a global override.
Example of a global override.
This is an example of why it may be relevant to force high texture filtering globally as some developers' own solutions might not be as high quality as they could be.
There is a risk of negative side effects occurring in some games as a result of a forced global driver-level override, with unexpected consequences ranging from textures looking wrong to some post-processing shaders being affected if they rely of a texture that have an unintended level of filtering applied to it. If Nvidia becomes aware of a game that has a conflict with driver forced texture filtering, they may set a special flag on the game profile for texture filtering that disables driver overrides for that game, such as with Far Cry 3 and Doom (2016), though this is not a guarantee as proper in-depth compatibility testing is impossible to perform for all games.[2]
A quicker way of doing this is to use Nvidia Control Panel and set Anisotropic filtering to 16x and Texture filtering - Quality to High quality under Manage 3D settings > Global Settings.
Force highest available texture filtering settings system-wide
  1. Download and run the latest version of the Profile Inspector, see Installation.
  2. Select the _GLOBAL_DRIVER_PROFILE (Base Profile) profile.
  3. Configure the relevant settings under Texture Filtering as shown below (or in this image):
    • Anisotropic filtering mode to User-defined / Off
    • Anisotropic filtering setting to 16x
    • Texture filtering - Anisotropic filter optimization to Off
    • Texture filtering - Anisotropic sample optimization to Off
    • Texture filtering - Driver Controlled LOD Bias to On
    • Texture filtering - Negative LOD bias to Clamp
      • Setting Texture filtering - Negative LOD bias to Clamp can lower the quality of DLSS and other Reconstruction Methods that rely on a negative LOD bias.[citation needed]
    • Texture filtering - Quality to High quality
    • Texture filtering - Trilinear optimization to Off
  4. Finally click on Apply changes to save the changes.

Ambient occlusion (AO)

Force HBAO+ for a select game
  1. Download and run the latest version of the Profile Inspector, see Installation.
  2. Select the game profile, or create one if one does not exist.
  3. Change Ambient Occlusion compatibility value to the appropriate compatibility flag.
  4. Change Ambient Occlusion setting to Performance or Quality.
    • In some cases, the "Performance" ambient occlusion setting may yield a stronger effect compared to the "Quality" setting while also providing better performance.
  5. Change Ambient Occlusion usage to Enabled.
  6. Press Apply changes in the top-right corner.

Layer Vulkan/OpenGL on DXGI swapchain

Layering Vulkan and OpenGL games on a DXGI swapchain allows for improved multitasking and using Auto HDR on Windows 11.[3]
Instructions:[4]
  1. Launch Nvidia Control Panel and navigate to Manage 3D settings.
  2. Locate the Vulkan/OpengL present method (typically at the bottom).
  3. Change it to Prefer layered on DXGI Swapchain.
  4. Click on Apply to save the changes.
  5. Launch Nvidia Profile Inspector
  6. Enable the Show unknown settings from NVIDIA predefined profiles option in the far right of the toolbar on top (the magnifying glass).
  7. Scroll down to section 8 - Extra and locate the OGL_DX_PRESENT_DEBUG setting.
  8. Change it to 0x00080001 by double clicking on the value field and copy/pasting the value.
    • This value will enable the DXGI swapchain layer in most scenarios, including DXVK.
  9. Press Apply changes in the top-right corner.

Misc tweaks

Prevent Ansel from being injected/enabled for a specific game

Using Nvidia Profile Inspector, is becomes possible to disable Ansel on a per-game basis if desired.
The display drivers loads Ansel related DLL files into all running applications they interface with by default, even if the application does not support or can make use of Ansel. This can cause issues for third-party tools or applications.
Disable Ansel in the display driver profile for a specific game
  1. Download and run the latest version of the Profile Inspector, see Installation.
  2. Using the Profiles list on top of the window, select the game-specific profile if one exists. If one does not exist, create a new one:
    1. Click on the Create new profile icon (the sun).
    2. Give the profile a relevant name. The name of the game is often used.
    3. Click on the Add application to current profile icon (a small window with an icon of binoculars with a "+" above it).
    4. Navigate to <path-to-game> and select the game executable and click Open.
  3. Scroll down to the Other section and configure Enable Ansel to 0x00000000 ANSEL_ENABLE_OFF.
    • Setting may instead appear under Other section as NVIDIA Predefined Ansel Usage; set to 0x00000000 ANSEL_ALLOW_DISALLOWED.
  4. Finally click on Apply changes to save the changes.

Settings

Keep changes to the base _GLOBAL_DRIVER_PROFILE profile limited, as overrides there are applied to all games and applications.

Compatibility

Compatibility settings
Compatibility settings
Compatibility parameters that allows ambient occlusion, anti-aliasing, and SLI to be used for games, if given an appropriate value.
HBAO+ Compatibility Flags
Anti-Aliasing Compatibility Flags
SLI Compatibility Flags (German)
Parameter Description
Ambient Occlusion compatibility Allows HBAO+ to work with any given game.
Antialiasing compatibility Allows various forms of anti-aliasing to work with any given DirectX 9 game.
Antialiasing compatibility (DX1x) Allows various forms of anti-aliasing to work with DirectX 10/11/12 games. Often restricted to MSAA and generally sees little use due to its limited capability.
Antialiasing Fix Avoid black edges in some games while using MSAA.[5] Related to Team Fortress 2 and a few other games as well, where it is enabled by default.
SLI compatibility bits Allows SLI to work in any given DirectX 9 game.
SLI compatibility bits (DX10+DX11) Allows SLI to work in any given DirectX 10/11 game.
SLI compatibility bits (DX12) Allows SLI to work in any given DirectX 12 game.

Sync and Refresh

Sync and Refresh settings
Sync and Refresh settings
The built-in G-Sync status indicator overlay
The built-in G-Sync status indicator overlay
See Frame rate (FPS) for relevant information.
The built-in frame rate limiter of the Nvidia display drivers introduces 2+ frames of delay, while RTSS (and possibly other alternatives) only introduces 1 frame of delay.[6]
AnandTech - Triple Buffering: Why We Love It - Recommended reading about triple buffering/Fast Sync.
Parameter Description
Flip Indicator Enables an on-screen display of frames presented using flip model.
Frame Rate Limiter Enables the built-in frame rate limiter of the display drivers at the specified FPS.
Frame Rate Limiter Mode Controls what mode of the frame rate limiter will be used.
GSYNC - Application Mode Controls whether the G-Sync feature will be active in fullscreen only, or in windowed mode as well.
GSYNC - Application Requested State If you know what this setting does, please add a description here.
GSYNC - Application State Selects the technique used to control the refresh policy of an attached monitor.
  • Allow enables the use of G-Sync, and synchronizes monitor refresh rate to GPUs render target.
  • Force off and Disallow disables the use of G-Sync.
  • Fixed Refresh Rate is the traditional fixed refresh rate monitor technology.
  • Ultra Low Motion Blur (ULMB) uses back light pulsing at a fixed refresh rate to minimize blur.

It is highly recommended to change this using the Nvidia Control Panel > Manage 3D Settings > Monitor Technology instead to properly configured this and related parameters.

GSYNC - Global Feature Toggles the global G-Sync functionality. It is recommended to change this using the Nvidia Control Panel > Set up G-SYNC instead to properly configured this and related parameters.
GSYNC - Global Mode Controls whether the G-Sync feature will be active globally in fullscreen only, or in windowed mode as well.
GSYNC - Indicator Overlay Enables a semi-transparent on-screen status indicator of when G-Sync is being used. If G-Sync is not being used, the indicator is not shown at all.
Maximum pre-rendered frames Controls how many frames the CPU can prepare ahead of the frame currently being drawn by the GPU. Increasing this can result in smoother gameplay at lower frame rates, at the cost of additional input delay.[7] This setting does not apply to SLI configurations.
  • Default is Use the 3D application setting, and it is recommended not to go above 3. Values of 1 and 2 will help reduce input latency in exchange for greater CPU usage.[8]
  • When Vsync is set to 1/2 Refresh Rate, a value of 1 is essentially required due to the introduced input latency.[citation needed]
Preferred Refresh Rate Controls the refresh rate override of the display drivers for games running in exclusive fullscreen mode. This also dictates the upper limit of the G-Sync range, as G-Sync will go inactive and the screen will start to tear at frame rates above the configured refresh rate, or V-Sync will kick in and sync the frame rate to the refresh rate if enabled.
  • Highest available - Overrides the refresh rate of the exclusive fullscreen game to whatever is the highest available on the monitor. This setting is automatically used when G-Sync is enabled. Note that this override might not work for all games, in which case an alternative such as Special K might be needed.
  • Use the 3D application setting / Application-controlled - Uses the refresh rate as requested by the application. If using G-Sync, frame rates above the requested refresh rate will result in screen tearing as G-Sync will go inactive, or V-Sync synchronizing the frame rate to the refresh rate if enabled.
This setting is only exposed in Nvidia Control Panel for monitors supporting refresh rates of at least 100 Hz.
This setting is only effective in DX9/10/11 applications. On Windows 10 (and above) - Fullscreen optimizations must also be disabled.
Triple buffering Toggles triple buffering in OpenGL games. Enabling this improves performance when vertical sync is also turned on.
Vertical Sync Controls vertical sync, or enables Fast Sync. Fast-Sync is essentially triple buffering for DirectX games, and is only applicable to frame rates above the refresh rate when regular V-Sync is disabled.
Vertical Sync Smooth AFR behavior Toggles V-Sync smoothing behavior when V-Sync is enabled and SLI is active.

Official description:[9]

Smooth Vsync is a new technology that can reduce stutter when Vsync is enabled and SLI is active.

When SLI is active and natural frame rates of games are below the refresh rate of your monitor, traditional Vsync forces frame rates to quickly oscillate between the refresh rate and half the refresh rate (for example, between 60 Hz and 30 Hz). This variation is often perceived as stutter. Smooth Vsync improves this by locking into the sustainable frame rate of your game and only increasing the frame rate if the game performance moves sustainably above the refresh rate of your monitor. This does lower the average framerate of your game, but the experience in many cases is far better.

Vertical Sync Tear Control Toggles Adaptive V-Sync when vertical sync is enabled. Not available when G-Sync is enabled.

Official description:[10]

Nothing is more distracting than frame rate stuttering and screen tearing. The first tends to occur when frame rates are low, the second when frame rates are high. Adaptive VSync is a smarter way to render frames using Nvidia Control Panel software. At high framerates, VSync is enabled to eliminate tearing. At low frame rates, it's disabled to minimize stuttering.

Antialiasing

Anti-aliasing settings
Anti-aliasing settings
See Anti-aliasing (AA) for relevant information.
Anti-Aliasing Compatibility Flags
Parameter Description
Antialiasing - Behavior Flags These mostly exist as a method of governing usage of AA from Nvidia Control Panel, though they also affect Inspector as well.
Make sure you are clearing out any flags in this field for a game profile when forcing AA as it will interfere and cause it not to work if you aren't careful.
Antialiasing - Gamma Correction Gamma correction for MSAA.
Introduced with Half-Life 2 in 2004.
Defaults to ON starting with Fermi GPUs.[11]
Should not be set to OFF on modern hardware.[citation needed]
Antialiasing - Line gamma Applies gamma correction for singular lines (like wires) as compared to edges.[12]
Antialiasing - Mode Determines in what mode the anti-aliasing override of the display driver should function in for an application:
  • Application Controlled - The application itself controls anti-aliasing settings and techniques. The display driver does not override or enhance the anti-aliasing setting the application configures.
  • Override Application Setting - The display drivers overrides the anti-aliasing setting of the application. This allows one to force anti-aliasing from the display driver. General rule of thumb is to disable any in-game anti-aliasing/MSAA when using this to avoid conflict. There are exceptions though; generally noted in the Anti-Aliasing Compatibility Flags document.
  • Enhance Application Setting - Enhances the anti-aliasing of a game (e.g. enhance in-game MSAA with TrSSAA), which can provide higher quality and greater reliability for applications with built-in support for anti-aliasing. You must set any anti-aliasing level within the application for this mode to work with the Antialiasing - Setting override.
Use Override Application Setting if the application does not have built-in anti-aliasing settings or if the application does not support anti-aliasing when HDR rendering is enabled. When dealing with modern games, you will most likely want to use this option and not any of the other two.
Enhance Application Setting is entirely dependent on the implementation of MSAA in the application itself. This is can be hit or miss in modern DirectX 10+ games; more often than not either it does not work at all, breaks something, or looks very bad. See Enhance application setting for more information.
DirectX 10+ games ignore this flag and always treat it as Enhance Application Setting.[13]
Antialiasing - Setting
Explanation of MSAA methods

This is where the specific method of forced/enhanced MSAA or OGSSAA is set.

Antialiasing - Transparency Multisampling
Technical explanation
Interactive example
This enables and disables the use of transparency multisampling.
Antialiasing - Transparency Supersampling
Further Reference
This sets whether Supersampling and Sparse Grid Supersampling is used.
Enable Maxwell sample interleaving (MFAA)
Introduction to MFAA

This enables Nvidia's Multi Frame Anti Aliasing mode. This only works in DXGI (DX10+) and requires either the game to have MSAA enabled in the game or MSAA to be forced. What it does is change the sub sample grid pattern every frame and then is reconstructed in motion with a "Temporal Synthesis Filter" as Nvidia calls it.
There are some caveats to using this though.

It is not compatible with SGSSAA as far as shown in limited testing.[citation needed]
Depending on the game, MFAA causes visible flickering on geometric edges and other temporal artifacts. Part of this is nullified with downsampling.[citation needed]
It has a minimum framerate requirement of about 40FPS. Otherwise MFAA will degrade the image.
Visible sawtooth patterns with screenshots and videos captured locally.[citation needed]
Incompatible with SLI.[citation needed]
Nvidia Predefined FXAA Usage Controls whether Nvidia's FXAA implementation is allowed to be enabled for an application through Nvidia Control Panel (primarily) or Nvidia Profile Inspector.
Toggle FXAA indicator on or off This will display a small green icon in the left upper corner if enabled showing whether FXAA is enabled or not.
Toggle FXAA on or off FXAA is a fast shader-based post-processing technique that can be applied to any application, including those which do not support other forms of hardware-based antialiasing. FXAA can also be used in conjunction with other antialiasing settings to improve overall image quality.
  • Turn FXAA On to improve image quality with a lesser performance impact than other antialiasing settings.
  • Turn FXAA Off if you notice artifacts or dithering around the edges of objects, particularly around text.
Enabling this setting globally may affect all programs rendered on the GPU, including video players and the Windows desktop.

Enhance application setting

When overriding the in-game MSAA fails, you can instead replace (enhance) the in-game MSAA with the Nvidia MSAA technique of your choice.
These usually require anti-aliasing compatibility flags to work properly in DirectX 9 applications; see the List of anti-aliasing compatibility flags.
The level of supersampling must match a corresponding level of MSAA. For example, if 4x MSAA is used, then 4x Sparse Grid Supersampling must be used.
In OpenGL Supersampling is equivalent to Sparse Grid Supersampling. Ergo, 4xMSAA+4xTrSSAA will give you 4xFSSGSSAA in OpenGL games that work.

Supersampling

Inexpensive
Does not require MSAA to work
Only works on alpha-tested surfaces

Full-Screen Sparse Grid Supersamping

Extremely high-quality supersampling
Works on the entire image
Requires MSAA to work
Very expensive

Texture Filtering

Texture filtering settings
Texture filtering settings
See Anisotropic filtering (AF) for relevant information.
Parameter Description
Anisotropic filtering mode Toggles the built-in anisotropic filtering override of the display drivers.
16x results in the best quality.
It is possible to add a global override that forces anisotropic filtering on all games. This can solve texture filtering issues that would otherwise exist in games that have mediocre texture filtering. See Why force Anisotropic Filtering (AF)? for details.
Anisotropic filtering setting Controls the level of texture filtering the driver override applies, if Anisotropic filtering mode is set to User-defined / Off.
Modern GPUs can perform 4x anisotropic filtering at no performance penalty.[14]
Prevent anisotropic filtering Similar to AA Behavior Flags, if this is set to On it will ignore user-defined driver overrides. Some games default to this, such as Quake 4, RAGE, Doom (2016), Far Cry 3, and Far Cry 3: Blood Dragon.
Texture filtering - Anisotropic filter optimization Anisotropic filter optimization improves performance by limiting trilinear filtering to the primary texture stage where the general appearance and color of objects is determined. Bilinear filtering is used for all other stages, such as those used for lighting, shadows, and other effects. This setting only affects DirectX programs.
  • Select On for higher performance with a minimal loss in image quality
  • Select Offif you see shimmering on objects
Texture Filtering - Anisotropic sample optimization Anisotropic sample optimization limits the number of anisotropic samples used based on texel size. This setting only affects DirectX programs.
  • Select On for higher performance with a minimal loss in image quality
  • Select Off if you see shimmering on objects
Texture Filtering - Driver Controlled LOD Bias When using SGSSAA with this enabled will allow the driver to compute its own negative LOD bias for textures to help improve sharpness (at cost of potential for more aliasing) for those who prefer it. It's generally less than the fixed amounts that are recommended.[citation needed]
Manual LOD bias will be ignored when this is enabled.
Texture Filtering - LOD Bias (DX)
Interactive example
Explanation of LOD bias

The level of detail bias setting for textures in DirectX applications. This normally only works under 2 circumstances, both of which requires Driver Controlled LoD Bias set to Off.

  1. When Antialiasing - Mode is set to Override Application Setting or Enhance Application Setting, and an appropriate Antialiasing - Setting is selected.
  2. If you leave the Antialiasing - Mode setting to Application Controlled or Enhance Application Setting but you set the anti-aliasing and transparency setting to SGSSAA (e.g. 4xMSAA and 4xSGSSAA; TrSSAA in OpenGL) then you can freely set the LOD bias and the changes will work without forcing anti-aliasing. This has the side effect that in some games if the game has MSAA, it will act as if you were "enhancing" the game setting even if using Application Controlled.

Notes:

If you wish to use a negative LOD bias when forcing SGSSAA, these are the recommended amounts:
  1. 2xSGSSAA (2 samples): -0.5
  2. 4xSGSSAA (4 samples): -1.0
  3. 8xSGSSAA (8 samples): -1.5
Do not use a negative LOD bias when using OGSSAA and HSAA as they have their own LOD bias.[15]
Texture Filtering - LOD Bias (OGL) Identical to Texture Filtering - LOD Bias (DX) but applies to OpenGL applications instead.
Texture Filtering - Negative LOD bias Some applications use negative LOD bias to sharpen texture filtering. This sharpens the stationary image but introduces aliasing ("shimmering") when the scene is in motion. This setting controls whether negative LOD bias are clamped (not allowed) or allowed.
Has no effect on Kepler GPU's and beyond unless using Nvidia SSAA (SG, OG or Hybrid); can be worked around by setting Antialiasing - Transparency Supersampling to AA_MODE_REPLAY_MODE_ALL.[16][17]
Texture Filtering - Quality This setting allows you to decide if you would prefer performance, quality, or a balance between the two. If you change this using the Nvidia Control Panel, the control panel will make all of the appropriate texture filtering adjustments based on the selected preference.
Should be set to or left at High Quality if not using a GeForce 8 series GPU or earlier.[citation needed]
Texture Filtering - Trilinear Optimization Trilinear optimization improves texture filtering performance by allowing bilinear filtering on textures in parts of the scene where trilinear filtering is not necessary. This setting only affects DirectX applications.
Disabled if Texture Filtering - Quality is set to High Quality.

Common

Common settings
Common settings
Parameter Description
Ambient Occlusion setting This setting determines what mode of ambient occlusion is to be used when forced in games with no built-in support for it:
  • Performance
  • Quality
  • High Quality
Quality and High Quality are nearly identical, while Performance noticeably lowers the resolution and precision of the effect in many games with less-accurate and stronger shading.[citation needed]
Certain games need Performance to support forced ambient occlusion, such as Oddworld: New 'n' Tasty![citation needed]
Ambient Occlusion usage Set this to Enabled when using forced ambient occlusion.
CUDA - Force P2 State If set to OFF it forces GPU into P0 State for compute.
Extension limit Extension limit indicates whether the driver extension string has been trimmed for compatibility with particular applications. Some older applications cannot process long extension strings and will crash if extensions are unlimited.
  • If you are using an older OpenGL application, turning this option on may prevent crashing
  • If you are using a newer OpenGL application, you should turn this option off.
Multi-display/mixed-GPU acceleration This controls GPU-based acceleration in OpenGL applications and will have no effect on performance on DirectX platforms.[18]
OpenGL - Version Override If you know what this setting does, please add a description here.
Optimize for Compute Performance This setting is intended to provide additional performance to non-gaming applications that use large CUDA address spaces and large amounts of GPU memory when run on graphics cards based on second-generation Maxwell GPUs. Graphics cards based on other architectures do not utilize this setting.[19]
Power management mode This allows you to set a preference for the performance level of the graphics card when running 3D applications. It is recommended to configure this on a per-game basis using game-specific profiles, to prevent unnecessary power draw while not gaming.
  • Adaptive
Automatically determines whether to use a lower clock speed for games and apps.
Works well when not playing games.
Older Nvidia GPU Boost GPUs tend to incorrectly use a lower clock speed.[citation needed]
Setting power management mode from Adaptive to Maximum Performance can improve performance in certain applications when the GPU is throttling the clock speeds incorrectly.[20]
  • Optimal power
Same as Adaptive, but will not re-render frames when the GPU workload is idle; instead it will just display the previous frame.
The default power management mode on modern graphics cards.
  • Prefer maximum performance
Prevents the GPU from switching to a lower clock speed for games and apps.
Works well when playing games.
Wasteful when not using GPU-intensive applications or games.
Shader cache Enables or disables the shader cache, which saves compiled shaders to your hard drive to improve game performance.[21]
Added in driver 337.88
Show PhysX Visual Indicator Enables an on-screen status indicator of when PhysX is being used. If PhysX is not being used, the indicator is not shown at all.
Threaded optimization Allows OpenGL applications to take advantage of multiple CPUs.
Most newer applications should benefit from the Auto or On options.
This setting should be turned off for most older applications.

SLI

SLI settings
SLI settings
Parameter Description
Antialiasing - SLI AA This determines whether a Nvidia SLI setup splits the MSAA workload between the available GPUs.[22]
Disable SLI (Explicitly set through NVAPI) If you know what this setting does, please add a description here.
Number of GPUs to use on SLI rendering mode Forces all rendering modes to utilize either one, two, three or four gpu's for rendering.
NVIDIA predefined number of GPUs to use on SLI rendering mode Forces DX9 and OpenGl to utilize either one, two, three or four gpu's for rendering.
NVIDIA predefined number of GPUs to use on SLI rendering mode on DX10 Forces DX10, DX11 and DX12 to utilize either one, two, three or four gpu's for rendering. This can effect total bandwidth not using four but using four rather than 2 can cause artifacting in certain games.
NVIDIA predefined SLI mode Forces DX9 and OpenGl to render using AFR, AFR 2, SFR (CFR) or Single Gpu Mode with Sli Enabled in Nvidia Control Panel.
NVIDIA predefined SLI mode on DX10 Forces DX10, DX11 and DX12 to render using AFR, AFR 2, SFR (CFR) or Single Gpu Mode with Sli Enabled in Nvidia Control Panel. Almost all games require AFR in DX11. Nvlink with turing allows for CFR to be used in several games where AFR is not even usable.
SLI indicator Enables a semi-transparent on-screen status indicator of when SLI is being used and how the workload is split between the cards.
SLI rendering mode Forces Base sli rendering mode AFR, AFR 2, SFR (CFR) or Single Gpu Mode with Sli Enabled in Nvidia Control Panel (Good for quick switching to test fps). Using this setting will override compatibility settings set in the sli section, this is why I call it Base Sli.

Stereo

Stereo settings
Stereo settings
Lists stereoscopic 3D settings related to Nvidia 3D Vision. More info can be found on Bo3b's School for Shaderhackers.
Parameter Description
Force Stereo shuttering If you know what this setting does, please add a description here.
LaserXAdjust If you know what this setting does, please add a description here.
LaserYAdjust If you know what this setting does, please add a description here.
Stereo - Display mode This setting allows you to choose the appropriate display mode for shutter glasses, stereo displays, and other hardware. Refer to the hardware documentation to determine which mode to use.
Stereo - Dongle Support If you know what this setting does, please add a description here.
Stereo - Enable Enables stereo in OpenGL applications.
Stereo - Swap eyes Select this option to exchange the left and right images.
Stereo - Swap mode If you know what this setting does, please add a description here.
StereoConvergence If you know what this setting does, please add a description here.
StereoCutoff If you know what this setting does, please add a description here.
StereoCutoffDepthFar If you know what this setting does, please add a description here.
StereoCutoffDepthNear If you know what this setting does, please add a description here.
StereoFlagsDX10 If you know what this setting does, please add a description here.
StereoMemoEnabled If you know what this setting does, please add a description here.
StereoProfile If you know what this setting does, please add a description here.
StereoTextureEnable If you know what this setting does, please add a description here.
StereoUseMatrix If you know what this setting does, please add a description here.

Other

Other settings
Other settings
Lists settings which do not match another category.
Parameter Description
Ansel flags for enabled applications If you know what this setting does, please add a description here.
Application Profile Notification Popup Timeout If you know what this setting does, please add a description here.
Battery Boost If you know what this setting does, please add a description here.
Buffer-flipping mode Determines how the video buffer is copied to the screen. This setting only affects OpenGL and Vulkan programs.
  • Auto-select - When possible - driver coverts fullscreen-sized windows into exclusive fullscreen.
  • Use block transfer - Disables any driver conversions, all apps will work in legacy windowed mode.
Has no effect when Vulkan/OpengL present method set to Prefer layered on DXGI Swapchain.
Deep color for 3D applications Toggles 30-bit (10 bpc) deep color on compatible monitors on Quadro cards. Affects only OpenGL (windowed and fullscreen) and Direct3D 10 (fullscreen mode only). See this technical brief for further information.
Display the VRR Overlay Indicator Draws a G-Sync logo when an application engages G-Sync.
Do not display this profile in the Control Panel Hides the profile from being listed in Nvidia Control Panel > Manage 3D Settings > Program Settings.
Enable Ansel Toggles Ansel (NvCamera) for the application. This is enabled by default and results in the display drivers injecting the DLL files for Ansel in all applications.
Enable application for Optimus On an Optimus laptop, controls whether the selected application runs on the dedicated Nvidia GPU or the integrated GPU.
Enable GTX950 specific features Enables GTX 950 latency optimizations on E-Sports Titles (Dota 2, Heroes of the Storm, League of Legends)
Enable NV_gpu_multicast extension This extension enables novel multi-GPU rendering techniques by providing application control over a group of linked GPUs with identical hardware configuration. This setting only affects OpenGL programs.
Enable overlay Allows the use of OpenGL overlay planes in programs. Typically used if a program fails to render OpenGL planes.
Event Log Severity Threshold If you know what this setting does, please add a description here. This setting only affects OpenGL programs.
Event Log Tmon Severity Threshold If you know what this setting does, please add a description here. This setting only affects OpenGL programs.
Export Performance Counters If you know what this setting does, please add a description here.
Export Performance Counters for DX9 only If you know what this setting does, please add a description here.
Exported Overlay pixel types Determines whether the driver supports RGB or color indexed OpenGL overlay plane formats. Typically used if a program fails to set the proper OpenGL overlay plane format.
Frame Rate Monitor If you know what this setting does, please add a description here.
Frame Rate Monitor Control If you know what this setting does, please add a description here.
High level control of the rendering quality on OpenGL If you know what this setting does, please add a description here.
ICafe Settings If you know what this setting does, please add a description here.
List of Universal GPU ids If you know what this setting does, please add a description here.
Maximum AA samples allowed for a given application If you know what this setting does, please add a description here.
Maximum frames allowed Redundant setting for "Maximum pre-rendered frames". If set from the Nvidia Control Panel, both this and "Maximum pre-rendered frames" will be updated.
Maximum GPU Power If you know what this setting does, please add a description here. (Not available in version 1.9.7.3)
Maximum resolution alllowed for a given application If you know what this setting does, please add a description here.
Memory Allocation Policy This defines how workstation feature resource allocation is performed.
  • As Needed (default) - Resources for workstation features are allocated as needed resulting in the minimum amount of resource consumption. Feature activation or deactivation often causes mode-sets.
  • Moderate pre-allocation - Resources for the first workstation feature activated are statically allocated at system boot and persist thereafter. This will use more GPU and system memory, but will prevent mode-sets when activating or deactivating a single feature. Invocation of additional workstation features will still cause mode-sets.
  • Aggressive pre-allocation - Resources for all workstation features are statically allocated at system boot and persist thereafter. This will use the most GPU and system memory, but will prevent mode-sets when activating or deactivating all workstation features.
NVIDIA Predefined Ansel Usage If you know what this setting does, please add a description here.
NVIDIA Quality upscaling Uses a lanczos upscaling filter instead of a bilinear one. The result is a less blurry fullscreen picture at less than native resolutions.
OpenGL default swap interval Toggles Vertical Sync behaviour, but specifically for OpenGL applications.
  • 0x00000000 OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED - Let the application decide.
  • 0x00000001 OGL_DEFAULT_SWAP_INTERVAL_VSYNC - Follow the Vertical Sync setting used under the "Sync and Refresh" section
  • 0x10000000 OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON - Force Vertical Sync on
  • 0xF0000000 OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF - Force Vertical Sync off
  • 0xFFFFFFFF OGL_DEFAULT_SWAP_INTERVAL_DISABLE - Same as FORCE_OFF
OpenGL default swap interval fraction If you know what this setting does, please add a description here.
OpenGL default swap interval sign If you know what this setting does, please add a description here.
Optimus flags for enabled applications Select which GPU is used when launching the application.
  • 0x00000000 SHIM_MCCOMPAT_INTEGRATED Use Integrated Graphics
  • 0x00000001 SHIM_MCCOMPAT_ENABLE Use DGPU [Nvidia Card]
  • 0x00000002 SHIM_MCCOMPAT_USER_EDITABLE Use Chooses GPU [Via Menu/Control Panel/Right Click Menu]
  • 0x00000008 SHIM_MCCOMPAT_VARYING_BIT If you know what this setting does, please add a description here.
  • 0x00000010 SHIM_MCCOMPAT_AUTO_SELECT Use Auto Default Option [Nvidia Control Panel Decided]
  • 0x80000000 SHIM_MCCOMPAT_OVERRIDE_BIT If you know what this setting does, please add a description here.
PowerThrottle If you know what this setting does, please add a description here.
Preferred OpenGL GPU Select the GPU to be used by OpenGL applications.
Quiet Mode Quiet Mode/Whisper Mode, Select ON/OFF [Makes Laptop/GPU Run Quieter]
Quiet Mode Application FPS When Quiet Mode Is Enabled, Set MAX FPS For Applications Using GPU in Quiet Mode
Shim Rendering Mode Options per application for Optimus If you know what this setting does, please add a description here.
SILK Smoothness Silk reduces stutters in games caused by variable CPU or GPU workloads by smoothing out animation and presentation cadence using animation prediction and post render smoothing buffer.
  • Off – Silk is disabled.
  • Low – Moderate smoothing is enabled and most microstutter is eliminated.
  • Medium – Many stutters and hitches are removed in typical games.
  • High – More smoothing is applied and may result in observable input lag.
  • Ultra – Maximum smoothing is applied and most stutters and hitches in games are eliminated. Lag may be unacceptable in some games.
Selecting High or Ultra settings for silk can increase noticeable lag when playing, and may not be appropriate for first person shooters or competitive gaming.
Steam Application ID If you know what this setting does, please add a description here.
Unified back/depth buffer This setting is allows the OpenGL driver to allocate one back buffer and one depth buffer at the same resolution of the display. When this setting is enabled, OpenGL applications that create multiple windows use video memory more efficiently and show improved performance. When this setting is off, the OpenGL driver allocates a back buffer and depth buffer for every window created by an OpenGL application[23]
VAB Default Data If you know what this setting does, please add a description here.
Variable refresh Rate If you know what this setting does, please add a description here.
Virtual Reality pre-rendered frames Limits the number of frames the CPU can prepare before the frames are processed by the GPU. Lower latency is preferable for virtual reality head sets.
Vsync - Behavior Flags If you know what this setting does, please add a description here.

Unknown

Unknown settings
Unknown settings
These are unknown settings or overrides that Nvidia Profile Inspector is not aware of what they determine or controls.
Most of these are game-specific overrides only applicable to a few games, or new flags that were introduced in newer versions of the display drivers.
Not all unknown settings can be properly exported and imported at will. If a built-in profile using one of those have been removed, the recommendation is to reinstall the display drivers to ensure they are restored fully.
Parameter Description
0x00666634 When set to 1 (0x00000001), marks applications covered by the profile as a Silk Test App. This is required for the "SILK Smoothness" setting to take effect.
Parameter Description
0x10834FEE When the parameter is set to 2 (0x0020000) the value modifies the speed of everything including the framerate that windows handles therefore it is better disabled because it renders ineffective the value of Nvidia framerate limiter v3 please refrain from modifying this value and leave it at the value 0x00000000 so that all applications work naturally



References

  1. Verified by User:Aemony on 2020-07-24
    The original website dates v1.90 as having been released on June 20, 2010. This seems to have been the version that brought along with it the ability to tweak game/driver profile settings. The main Nvidia Profile tool itself was publicly released on April 24, 2010.
  2. Verified by User:Aemony on 2023-09-30
    An anisotropic filtering (AF) driver override is too widespread and have both subtle and obvious consequences that it is impossible to say for sure how "safe" it is to enforce. Many users are also not aware of its potential impact on textures and non-texture alike to the degree that a user can mistake a visual bug caused by an AF override as being either intentional or incompetency by the developers, or a minor visual glitch that the developers have not come around to fixing yet, and so users often end up dismissing the visual glitches, never realizing it is of their own creation.
  3. Reddit - /r/nvidia - PSA - You can now elevate OpenGL/Vulkan games to a DXGI Swapchain on today's drivers (526.47) - last accessed on 2023-01-16
  4. Verified by User:Aemony on 2023-01-16
  5. Geeks3D Forums - Nvidia Inspector 1.9.7.2 Beta - last accessed on 2018-08-29
    "added FERMI_SETREDUCECOLORTHRESHOLDSENABLE as "Antialiasing fix" to avoid black edges in some games while using MSAA (R320.14+)"
  6. Blur Busters - G-SYNC 101: In-game vs. External FPS Limiters - last accessed on
    "Needless to say, even if an in-game framerate limiter isn’t available, RTSS only introduces up to 1 frame of delay, which is still preferable to the 2+ frame delay added by Nvidia’s limiter with G-SYNC enabled, and a far superior alternative to the 2-6 frame delay added by uncapped G-SYNC."
  7. Maximum Pre-Rendered frames for SLI - last accessed on 2016-10-12
    "The 'maximum pre-rendered frames' function operates within the DirectX API and serves to explicitly define the maximum number of frames the CPU can process ahead of the frame currently being drawn by the graphics subsystem. This is a dynamic, time-dependent queue that reacts to performance: at low frame rates, a higher value can produce more consistent gameplay, whereas a low value is less likely to introduce input latencies incurred by the extended storage time (of higher values) within the cache/memory. Its influence on performance is usually barely measurable, but its primary intent is to control peripheral latency."
  8. DisplayLag - Reduce Input Lag in PC Games: The Definitive Guide - last accessed on 2018-08-29
  9. Nvidia - What is Smooth Vsync? - last accessed on 2018-08-29
  10. Nvidia - Adaptive VSync - last accessed on 2018-08-29
  11. NVIDIA's GeForce 8800 (G80): GPUs Re-architected for DirectX 10 - What's Gamma Correct AA? - last accessed on 2016-10-12
  12. GeForce Forums - What does "Line Gamma" do for Anti-Aliasing? - last accessed on 2018-08-30
  13. Verified by User:SirYodaJedi on 2019-09-10
  14. Verified by User:Aemony on 2018-08-30
    This is a comment by the modder Kaldaien in his Special K mod for Ys 8, which among other things included an anisotropic filtering override. The comment is shown while hovering the mouse over the anisotropic filtering override.
  15. Natural Violence - SGSSAA (archived 16 July 2018) - last accessed on 2016-10-12
  16. Negative LOD bias - Post #22 - last accessed on 9 June 2023
  17. Clamp negative LOD bias - last accessed on May 2023
  18. GeForce Forums - Mulit Display/Mixed GPU Acceleration How to use? - last accessed on 2018-08-30
  19. What does the setting "Optimize for Compute Performance" do? - last accessed on 2017-01-25
  20. https://nvidia.custhelp.com/app/answers/detail/a_id/3130/~/setting-power-management-mode-from-adaptive-to-maximum-performance
  21. GeForce 337.88 WHQL, Game Ready Watch Dogs Drivers Increase Frame Rates By Up To 75% - last accessed on 2016-10-12
    "Shaders are used in almost every game, adding numerous visual effects that can greatly improve image quality (you can see the dramatic impact of shader technology in Watch Dogs here). Generally, shaders are compiled during loading screens, or during gameplay in seamless world titles, such as Assassin's Creed IV, Batman: Arkham Origins, and the aforementioned Watch Dogs. During loads their compilation increases the time it takes to start playing, and during gameplay increases CPU usage, lowering frame rates. When the shader is no longer required, or the game is closed, it is discarded, forcing its recompilation the next time you play.
    In today's 337.88 WHQL drivers we've introduced a new NVIDIA Control Panel feature called "Shader Cache", which saves compiled shaders to a cache on your hard drive. Following the compilation and saving of the shader, the shader can simply be recalled from the hard disk the next time it is required, potentially reducing load times and CPU usage to optimize and improve your experience.
    By default the Shader Cache is enabled for all games, and saves up to 256MB of compiled shaders in %USERPROFILE%\AppData\Local\Temp\NVIDIA Corporation\NV_Cache. This location can be changed by moving your entire Temp folder using Windows Control Panel > System > System Properties > Advanced > Environmental Variables > Temp, or by using a Junction Point to relocate the NV_Cache folder. To change the use state of Shader Cache on a per-game basis simply locate the option in the NVIDIA Control Panel, as shown below.
    "
  22. NVIDIA - SLI Antialiasing - last accessed on 2016-10-12
    "SLI AA essentially disables normal AFR rendering, and in 2-way mode will use the primary GPU for rendering + forced AA, while the secondary GPU is only used to do AA work.

    In SLI8x mode for example, each GPU would then do 4xMSAA after which the final result becomes 4xMSAA+4xMSAA=8xMSAA.

    This can be useful in games without proper SLI support, so at least the second GPU is not just idling.

    However it unfortunately only works correctly in OpenGL, and there will be no difference in temporal behavior between for example normal forced 4xMSAA+4xSGSSAA and SLI8x+8xSGSSAA in DX9.
    "
  23. https://www.manualslib.com/manual/557432/Nvidia-Quadro-Workstation.html?page=120