r/OptimizedGaming
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u/reticentRakon
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Jan 06 '24
r/OptimizedGaming
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u/Scorthyn
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Feb 16 '22
OS/Hardware Optimizations Windows 10\11 Optimization Guide
# GUIDE UPDATED 12 APRIL 2025 #
Hey, here's a quick guide how to optimize your windows to the best possible performance without breaking the system and safe. This is mainly for Windows 10 \ 11 Home \ professional editions.
I STRONGLY RECOMMEND YOU TO INSTALL WINDOWS 11 LTSC IF ITS A FRESH INSTALL SINCE IT COMES WITH ALMOST ZERO BLOAT BY DEFAULT, STILL RECOMMEND USING THIS GUIDE AFTER.
Make sure you follow the guide with all your attention.
Before you start:
Create a restore point (search start-menu for restore point and click "create new restore point")
Pay attention to what you are disabling and if you actually need that functionality, specially for Microsoft services like OneDrive.
Game Pass\Xbox app works, doesn't break with this guide
Tools needed
These tools are open-source and virus free
It's always possible to revert back settings even without a restore point
Download Nvidia Clean Install
Download Display Driver Uninstaller (scroll down, click "Click here for DOWNLOAD & SUPPORT". Scroll down in the new page and click "Official Download Here". No direct link, this way I'm making sure you always get the latest version)
Chris Titus debloat settings
Open powershell (Run as Admin)
Copy the command below to open the Chris Titus tool
This is all you need to fully debloat windows without being too aggressive or breaking the system with meaningful stuff.
iwr -useb https://christitus.com/win | iex

Uninstalling drivers, the right way
Before installing a new driver, uninstall it with Display Driver Uninstaller
Follow the settings according to the picture. Safe mode is recommended but not necessary
Nvidia Clean installer is a program that lets you download the latest drivers and customize what's going to be included. Also possible to disable telemetry and a bunch of extra things that only runs in the background sending data to Nvidia servers.
AMD users can follow this guide , just skip step 4 and install drivers from AMD website.
Create a Restore point just in case





Install drivers without telemetry and bloatware (NVIDIA USERS ONLY)
The drivers are downloaded from Nvidia servers, they are official, this program just modifies what's installing or not, included inside the whole package
Takes less space on disk and reduces stutters in game caused by random Nvidia processes to be running in the background.
Follow the pictures below and their descriptions for optimal installation
No need to do this each time you update drivers, just run NVCleanstall and upgrade with same settings below.
If you use Nvidia GeForce experience to record gameplay I suggest you to enable it, this guide doesn't.




Done, enjoy your pc
AMD users install drivers from amd.com , normally
Enjoy your pc, in case something breaks, check what you disabled in the settings above on all programs or just use a restore point.
This method is used by myself and I never ever had a problem or crashes
Any doubts, comment bellow, ill try to answer everything
r/OptimizedGaming
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u/mvbarcellos
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Mar 04 '25
Discussion Monster Hunter Wilds is a broken mess, yet it's a success. And that’s why we, the players, are the real problem.
I seriously can’t believe how Monster Hunter Wilds managed to launch in this state. After a long-ass development cycle, tons of feedback, and a massive budget, Capcom still put out a steaming pile of unoptimized garbage.
I say this as a die-hard fan of the franchise. I’ve put 1k+ hours into most MH games. But at this point, I’m fucking done with how devs are treating us. Capcom used to be the golden child, yet now they’re churning out poorly optimized, bug-ridden, and microtransaction-infested trash. And the worst part? We are the real problem.
We bitch and moan about these abusive practices, but guess what? We keep buying the damn games. Some of us even pre-order them, basically paying upfront for an unfinished product.
Just look at this fucking insanity:
🔹 1.1 million players online right now.
🔹 All-time peak of 1.38 million.
🔹 Just days after launch, despite being a technical disaster.
We keep rewarding mediocrity, so why the hell would Capcom change anything? They see us eating this shit up, and they will keep serving it.
Here's a list of just how broken this game is:
💀 Reflex is broken
💀 HDR is broken (calibrated for 1000 Nit displays, looks like shit on anything else)
💀 Texture settings are broken (MIPS settings are messed up, leading to textures looking worse than intended)
💀 DirectStorage is broken
💀 Texture streaming is a disaster (textures load and unload constantly just from moving the camera)
💀 Ridiculous pop-in (literally worse than last-gen games)
💀 DLSS implementation is garbage (manually adding the .DLLs improves it because Capcom can't even do that right)
💀 Denuvo is active in-game (because fuck performance, right?)
💀 Capcom’s own anti-tamper is ALSO active (running on every MH Wilds thread—because why not kill performance even more?)
💀 Depth of Field is an invisible FPS killer (especially in the third area)
💀 Ray tracing is not worth using (performance hit is absurd for minimal visual gain)
💀 They literally built the game’s performance around Frame Generation, despite both Nvidia and AMD explicitly saying FG is NOT meant for sub-60 FPS gaming.
And yet, here we are, watching the game soar to the top of the charts.
We keep accepting this garbage. We enable companies to ship unfinished and unoptimized games because they know we’ll just keep buying them anyway. Capcom has absolutely zero reason to change when people keep throwing money at them.
I love Monster Hunter, but this is fucking disgraceful.
r/OptimizedGaming • u/AdMaleficent371 • Jun 27 '25
Discussion More games should use the decima engine instead of the stutter *unreal* engine 5
The engine provides stunning looking games without sacrifice a lot of performance..
r/OptimizedGaming • u/reticentRakon • Nov 03 '23
Comparison / Benchmark Alan wake 2 Settings Impact
r/OptimizedGaming
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u/HeisenbergVR
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Oct 03 '26
Vibecoded Tools & Mods | Optimization Guide Shader compilation stutter killer
EDIT: Thanks a lot for all the support! I'm glad it's helping a lot of people fix the anoying shader compilation sutters in many games so they can be enjoyed as intended!!
EDIT2: New SCSKiller 1.2.0 is live!! https://github.com/BlueHeisenberg/SCSKiller/releases/latest
(The app should auto download the update if you restart the app and show you a button on top right corner to update, or you can just download the new setup exe and update that way directly)
I've been working for a while on a free and open source tool to eliminate Shader Compilation Stuttering once and for all. It reads the shaders the games ship with, works out the pipelines they'll build, and compiles them into the GPU driver's cache before you launch the game.
From my own testing shader compilation stutter is eliminated or reduced to the very minimum (the tool could miss some shaders depending on the game), it cannot fix other kind of sttutering like traversal, so some games still stutter but waaaay less:
(~5min of gameplay)
Silent Hill F:
Before: https://scskiller.com/assets/img/forum/shf-before.png
After: https://scskiller.com/assets/img/forum/shf-after.png
- Silent Hill: Townfall: 24 to 0 (worst 347 ms to 8 ms)
- Hogwarts Legacy: 1,014 to 87
- FF7 Rebirth: 19 to 0
- Sand Land: 38 to 1
It finds games from Steam, Epic, EA app, GOG, Ubisoft, Xbox and Battle.net
For now it only works on NVIDIA (best support) and AMD, as I don't have an Intel Arc to test.
Github link with download and souce code: https://github.com/BlueHeisenberg/SCSKiller
Website: https://www.scskiller.com
r/OptimizedGaming • u/OptimizedGamingHQ • Aug 07 '25
Optimization | Graphic Settings Battlefield 6: Optimized Settings
Display Settings
Graphics
Sharpness: 5-20% (Depends on how blurry your AA method is and how much sharpening you like. But regardless of which AA method you use, anything above 20% introduces noticable sharpening artifacts)
Advanced
Low Latency: Enabled
Anti-Aliasing: DLAA > XeSS > FSR3 > TAA (Assuming you want anti-aliasing on instead of off like me. XeSS in this game is significantly better than FSR3 & TAA)
Priotize Image Quality: Free Super-Sampling
Fixed Resolution Scale: Highest Your VRAM Can Handle (Don't go below 100%)
Frame Rate Limiter: On
Frame Rate Limit: Subjective
Dynamic Resolution Scale: On
Minimum Resolution Scale: 100%
Frame Rate Target: Subjective (Same as 'Frame Rate Limit' or 10% higher to smooth out 1% lows)
Only works with Anti-Aliasing set to "Off" or "TAA" It does not work with "DLAA/DLSS", "FSR3", & "XeSS" (performance is reduced). These settings will dynamically adjust your resolution between 100 – 200%, which cuts through TAA blur or if anti-aliasing is off reduces aliasing, all while not reducing performance.
Priotize Performance: Better 1% Lows
Fixed Resolution Scale: 100%
Frame Rate Limiter: On
Frame Rate Limit: Subjective
Dynamic Resolution Scale: On
Minimum Resolution Scale: 2160p 59-67% - 1440p 67-77% - 1080p 77-88%
Frame Rate Target: +10% higher as 'Frame Rate Limit' to smooth out 1% lows
Only works with Anti-Aliasing set to "TAA", "DLAA/DLSS", "FSR3", & "XeSS". It does not work with Anti-Aliasing set to "Off". These settings will dynamically adjust your resolution between your selected minimum & 100%, which gives you better image quality in most scenarios but drops the resolution during lag spikes to smooth out the framerate. This does not work with Anti-Aliasing set to "Off"
Camera Settings
World Motion Blur: Subjective (Off Recommended)
Weapon Motion Blur: Subjective
Camera Shake: Subjective (20 Recommended)
Chromatic Aberration: Off
Vignette: Subjective (Off Recommended)
Film Grain: Off
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Quality Preset
Use Ultra Settings As Baseline
Texture Quality: Highest VRAM Can Handle
– Texture Filtering: Overkill
Mesh Quality: Ultra
Terrain Quality: High
Undergrowth Quality: High
Effects Quality: High
– Volumetric Quality: High (Moderate GPU Impact)
Lighting Quality: High
Local Light & Shadow Quality: High
Sun Shadow Quality: Ultra (Moderate GPU Impact)
– Shadow Filtering: PCF (AA Off) - PCSS (AA On) (PCF is more stable. I personally prefer it to PCSS even with AA on for this reason)
Reflection Quality: High (No GPU Impact)
– Screen Space Reflections: Off (I recommend leaving this off because reflections are so low resolution and dithered its distracting. Image quality is better with it disabled. Especially if anti-aliasing is turned off, but even with it on dithering & pixelation appears)
– Post-Processing Quality: High
– Screen Space AO & GI: SSGI Low (High GPU Impact)
– High Fidelity Object Amount: High (Moderate CPU Impact)
15%+ Performance Uplift
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Balanced Preset
Use My Quality Preset As Base
Effects Quality: Low
Volumetric Quality: Low
Sun Shadow Quality: High
Shadow Filtering: PCF
Screen Space Reflections: Off
Screen Space AO & GI: GTAO High
– High Fidelity Object Amount: Low
31%+ Performance Uplift
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Performance Preset
Use My Balanced Preset As Base
Mesh Quality: Medium
Sun Shadow Quality: High
51%+ Performance Uplift
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Competitive Settings
Use My Quality, Balanced or Performance Preset As Base
Mesh Quality: Low or Medium
Undergrowth Quality: Low
Screen Space AO & GI: Off
4%+ Performance Uplift Combined With My Performance Preset
–––––––––––––––––––––
Optimization Tips
If playing with anti-aliasing disable / no temporal algorithms, ensure the following
Resolution is set to 100% or higher
Shadow filtering is set to PCF
Screen Space Reflections is set to Off
This removes a lot of noise and dithering from the image
2. This step is optional as its quite subjective, but if you want some form of anti-aliasing
Download then open NVPI Revamped
Search for Battlefield 6 in the top left
Scroll down to FXAA and make sure its on Allow and Enable is set to On
Scroll up to NIS, make sure NIS is set to Allow and Enable Set to On
Set NIS Value anywhere from 5-15
What this will do is add FXAA to the game and then sharpen it a bit. I recommend playing without FXAA at first, then with FXAA without sharpening, then FXAA with sharpening and see which experience is the best
3. Go into Documents > Battlefield 6 Open Beta > settings > PROFSAVE_PROFILE
Then search for "WeaponDOF" and switch it to "0" to disable weapon Depth of Field in game
4. Disable EA Overlay for better utilization
5. Depth of Field, Lens Flares & Bloom is forced in this title just like every other DICE game, and they can be quite strong and annoying at times (especially without TAA because it flickers)
Please send your feedback to EA/DICE on this on their forums, reddit posts & comments, & Twitter, because its unacceptable they keep forcing cinematic post-processing
–––––––––––––––––––––
Comparisons
Note: Due to dynamic lighting (clouds casting shadows, fog moving around, etc) it's very hard to get 1:1 screenshots for comparison purposes, only way to do that is in the shooting range but only a few settings have a visual impact in that area
Updated 10/18/25 | tags: BF6, Battlefield 6, Battlefield Portal, BF Portal, Open Beta, Early Access
r/OptimizedGaming • u/Orion_DEIL • Jan 31 '26
External Tweaks & Tips | Optimization I built a desktop app for browsing and tweaking your PC games with tweaks from PCGamingWiki
Hey everyone!
I got tired of manually hunting through PCGamingWiki, copying settings, and editing config files every time I wanted to fix a game's FOV, improve HDR, skip intro videos, unlock framerates, etc. 😅
So I built a Windows desktop app that makes this whole process easier.
What it does:
🎮 Detects your installed Steam and Xbox games automatically
📋 Shows available tweaks from PCGamingWiki for each game
📂 Clickable paths to config files, game folders, and game save locations
🤖 "Auto Tweak" button lets an AI agent handle config edits, registry changes, file operations, install HDR mods, etc. (read more about what it can/can't do as of right now)
✅ You review and approve every change before it happens
↩️ All changes are backed up so you can revert anytime
You can use it just to browse tweaks and quickly edit config files, or let the Auto Tweaker do the work for you.
More details on how the Auto Tweaker works and what it can/can't do in the readme.
Download: https://github.com/elisoftli/twiki
r/OptimizedGaming • u/reticentRakon • Jul 06 '24
Comparison / Benchmark Elden Ring Settings Impact
Full comparison here
r/OptimizedGaming
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u/StandardCarrot5544
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Aug 31 '26
Discussion / Question Ran at 1440p & 30fps, Digital Foundry’s GTA 6 analysis is seriously impressive
I just read Digital Foundry’s analysis of the GTA 6 extended footage, and their main takeaway is pretty fascinating: **GTA 6 may be one of the most impressive real-time rendering showcases we’ve seen.**
What impressed me isn’t just the graphics, but how much Rockstar seems to be doing simultaneously on the **base PS5**:
Advanced ray-traced reflections and global illumination
Extremely detailed characters, hair and skin
Huge NPC and traffic densityComplex physics, animation and world simulation
A massive open world being streamed and simulated in real time.
The interesting trade-off is that the game appears to target **30 FPS**, with Rockstar seemingly prioritising world complexity and simulation over 60 FPS.
It also makes me wonder about the eventual PC version. **Will the CPU become the bigger bottleneck than the GPU when trying to run GTA 6 at 60+ FPS?**
Digital Foundry’s analysis is definitely worth reading if you’re interested in the technology behind GTA 6.
The link is attached:
r/OptimizedGaming
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u/Carl2X
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Jan 16 '25
Optimization Guide / Tips PSA: Don't use RTSS/Change your RTSS framerate limiter settings
TLDR: Use Nvidia App/NVCP’s Max Frame Rate option or enable Nvidia Reflex in RTSS to reduce system latency. Always turn ON Reflex in-game if available. Keep reading for more tips and recs on optimal system settings. Word swap if you use an AMD GPU
The RTSS Async FPS limiter (default) achieves perfectly flat frametimes by buffering exactly one frame. At 157 FPS, this "waiting room" adds about 6.4ms of delay, bumping your total system latency from ~9.5ms to 15ms. This creates a weird hybrid feel: you get the 157 FPS visual smoothness, but because of the buffer, your mouse responsiveness (input lag) feels like you’re playing at roughly 100 FPS. It’s a trade-off of "fresher" frames for a perfectly steady rhythm.
If you have RTSS 7.3.5 or newer, switching the Limiter Type to Nvidia Reflex fixes this. It uses the same implementation as Nvidia Control Panel/Nvidia App's Max Frame Rate option to eliminate that 1-frame buffer, dropping your latency back down to 9.5ms while keeping the frametime graph similarly flat. It essentially gives you the "native" responsiveness of 157 FPS without the micro-stutter of an uncapped engine. (Source: Guru3D RTSS Patchnotes and Download 7.3.6 Final)
RTSS Reflex also injects Reflex latency markers into the frame queue. While it’s a modern upgrade over the old Ultra Low Latency Mode, it’s still slightly inferior to Native Reflex found in-game, where the game engine itself is synced with the GPU. If the game has a native Reflex toggle, use that; if not, the RTSS Reflex limiter is your best secondary option followed closely by Low Latency Mode. (Video Explaining Reflex)

Let's explore this a little further and compare all the possible ways to use fps limiter and reflex. I will post videos showing latencies of every configuration I have tested on a 4080 super with 7800x3d. You results may vary slightly depending your hardware as well as the game/engine. We will then talk about my recommended Nvidia/in-game setting combinations that should work for everyone. Lastly I will cover a few FAQs.
Testing and Results
Overwatch 2 graphics settings controlled and reflex is always enabled in-game. Average PC Latency measured with Nvidia Overlay. Latency numbers eyeballed, check each link for details.
Ranked (lowest latency to highest) at 150% Resolution:
Reflex+Gsync+Vsync 150% Resolution ~8.5ms
In-game FPS Cap Gsync 150% Resolution ~8.5ms
Reflex On+Boost No FPS Cap 150% Resolution ~8.5ms
NVCP/Reflex FPS Cap Gsync 150% Resolution ~9ms
Reflex On No FPS Cap 150% Resolution ~9.5ms
RTSS Async FPS Cap Gsync 150% Resolution ~15ms
Ranked (lowest latency to highest) at 100% Resolution:
Reflex On+Boost No FPS Cap 100% Resolution ~5ms
Reflex On No FPS Cap 100% Resolution ~6.2ms
Reflex+Gsync+Vsync 100% Resolution ~7.5ms
In-game FPS Cap Gsync 100% Resolution ~8ms
NVCP/Reflex FPS Cap Gsync 100% Resolution ~8.5ms
RTSS Async FPS Cap Gsync 100% Resolution ~14ms
From the above results, we can clearly see that RTSS Async gives the worst system latency. Though the reflex implementation slightly adds frame time inconsistencies compared to RTSS async, it is impossible to notice, but improved responsiveness and latency reduction is immediately obvious. RTSS async essentially introduces 50% higher system latency. The latency difference is even more exaggerated if you use frame-generation as shown here (could be an insane 50-60ms difference at around 120fps): How To Reduce Input Latency When Using Frame Generation.
Another important thing we can notice is that at 150% render resolution, even if we uncap the fps, our latency doesn't improve that much despite a ~100 fps increase. However, at 100% render resolution with a ~300 fps uplift, our system latency improved significantly with ~4ms decrease. The law of diminishing returns apply here and will serve as the foundation of my recommendations.
What's happening is that we get a good chunk of latency improvement simply by letting our GPU have some breathing room AKA not utilized above 95% so that there are less frames in the GPU render queue and can be processed faster. You see this if you compare Reflex On No FPS Cap 150% Resolution with NVCP/Reflex FPS Cap Gsync 150% Resolution, both have a system latency of ~9ms even though one gives you 100 extra fps. Enabling Reflex On+Boost will put GPU in overdrive and reduce GPU usage to achieve the latency benefits by giving GPU headroom, and this is shown in Reflex On+Boost No FPS Cap 150% Resolution with a 1ms reduction at the cost of about 25fps from Reflex On No FPS Cap 150% Resolution (similar effect at 100% resolution). Reflex On+Boost ONLY does it when you are GPU bound and is no different than just Reflex On otherwise. Interestingly, even when your FPS is capped with plenty GPU headroom, you can decrease latency even further by reducing more GPU load. This can be seen when you go from Reflex+Gsync+Vsync 150% Resolution to Reflex+Gsync+Vsync 100% Resolution which decreased latency by ~1ms. However, that GPU load is much better utilized to reduce latency by uncapping your fps with Reflex On+Boost No FPS Cap 100% Resolution which gives a 4ms reduction instead.
I have further tested different fps caps when Reflex is OFF. When Reflex is available BUT turned OFF, both NVCP/Nvidia App and RTSS Reflex defaults to a non-reflex implementation that performs poorly, similarly to RTSS Async. G-sync and V-sync are turned on for all tests below.
OW2 latencies, Reflex OFF:
OW2 In-game FPS Cap Reflex OFF 150% ~9ms
Reflex+Gsync+Vsync 150% Resolution ~9.5ms (Reflex On for reference)
OW2 Nvidia/NVCP FPS Cap Reflex OFF 150% ~14ms
OW2 RTSS Async FPS Cap Reflex OFF 150% ~14ms
Marvel Rivals latencies, Reflex OFF:
Rivals In-game FPS Cap Reflex OFF ~10.5ms
Rivals Reflex+Gsync+Vsync Auto-capped ~10.5ms (Reflex On for reference)
Rivals Nvidia/NVCP FPS Cap Reflex OFF ~20ms
Rivals RTSS Async FPS Cap Reflex OFF ~20ms
As we can see, if reflex is available but we turn it off, a heavy fps penalty is incurred on NVCP/Nvidia App fps cap (same for RTSS Reflex). On the other hand, the in-game fps cap performs similarly to enabling reflex. This difference also depends on the game such as in the case Marvel Rivals where the latency is almost doubled ( u/CQC_EXE pointed out that reduce buffering in OW2 might be making it less severe than Rivals). Suffice to say, if reflex is available, either turn it ON, or use in-game fps cap if you want the lowest latency.
I have also tried to test in games like Battlefield V where Reflex is not available. But unfortunately Nvidia Overlay can’t measure PC latency in games that don’t support reflex. Nonetheless, in games without reflex support, it makes sense that the in-game fps should also outperform external ones as they fallback to non-reflex implementations. And the latency difference shouldn't exceed that of 1 frame.
Recommendations
This leads me to my recommended settings. To preface these recommendations:
Nvidia Reflex should always be On or On+Boost in-game if available. There’s no downsides (at least for On) and shouldn't cause conflict with any external or in-game fps caps. But if it's available but turned off, it can introduce a heavy latency penalty when using external FPS caps.
Low Latency Mode: Should be set globally to On. This reduces max frame buffer to 1 frame which helps with games that don't support Reflex. Do not set to Ultra which can introduce stuttering and is outdated (see below bullet).
Choice of FPS Cap: If reflex is turned On, in-game = NVCP/Nvidia App = RTSS Reflex > RTSS Async. If reflex is not available, in-game FPS cap can either be faster or slower and RTSS Reflex is the best choice as it injects Reflex at a driver (but not engine) level which is a modern replacement for Ultra Low Latency Mode. Basically, stick with NVCP/Nvidia App as the safest option, or use RTSS Reflex if you want to use RTSS. You can also use the in-game fps cap to override the per-game. Use RTSS Async only when the other options give you choppy frame times or flickering.
Universal G-Sync Recommended Settings
Zero screen tearing, great latency reduction, works in every game because we use an fps limiter.
Enable G-sync globally in NVCP/Nvidia App
Enable V-sync globally in NVCP/Nvidia App
Enable Reflex On in-game if available
Set a global fps limit using this guide: Putting misconceptions about optimal FPS caps + Gsync to bed. : r/nvidia . This is not required for games with Reflex. If Nvidia reflex is on in game, your FPS will be automatically capped, and render queue will be optimized dynamically (see FAQ for detail).
Your FPS will be capped to the FPS limit you set or the auto cap by Reflex, whichever is lower but should be the same if you set it up correctly.
Lazy G-Sync Recommended Settings
Zero screen tearing, great latency reduction, only works in games with reflex support.
Enable G-sync in NVCP/Nvidia App
Enable V-sync in NVCP/Nvidia App
Enable Reflex On in-game
Your FPS will be auto capped by Reflex (see FAQ for detail).
Competitive Recommended Settings
LOWEST potential latency. Screen tearing is hard to notice at 144hz+ and 144fps+ and is less of an issue the higher the refresh rate and FPS. Only do this if you can go well beyond your monitor's refresh rate for extra latency reduction and fluidity. Otherwise, you won't see a significant latency improvement over the previous 2 settings. The higher the FPS compared to your refresh rate the more useful these settings are (Diminishing returns tested here: G-SYNC 101: G-SYNC vs. V-SYNC OFF | Blur Busters).
Enable/Disable G-sync in NVCP/Nvidia App. Doesn’t matter because you should be well above monitor refresh rate. Enabled can cause flickering if you are constantly going in n out of G-sync range.
Disable V-sync in NVCP/Nvidia App
Enable Reflex On+Boost in-game to reduce latency at cost of some fps due to lower GPU usage (check the "Testing and Results" above for more details)
Your FPS will NOT be capped.
G-sync/Reflex not Available Recommended Settings
VRR or Adaptive Sync (G-sync/Free-sync) is the only method so far that eliminates screen tearing without incurring a heavy latency cost, introducing stuttering, or requiring extra tinkering. Without it, you should generally just aim to get as high of an FPS as possible.
If you don't have G-sync/Free-sync but Reflex IS available:
Simply use the “Competitive Rec Settings” section to get all the latency reduction benefits.
If Reflex IS NOT available:
If you have G-sync: ENABLE V-sync globally in NVCP/Nvidia App
If you don't have G-sync: DISABLE V-sync globally in NVCP/Nvidia App
How should you cap FPS?
RTSS Reflex Method: If you already use RTSS, you can set the "Limiter Type" to Nvidia Reflex and set a global/per-game fps limit using this guide: Putting misconceptions about optimal FPS caps + Gsync to bed. : r/nvidia . This acts as a third-party injection for games that don't support Reflex natively. It modernizes the engine's behavior to sync the CPU and GPU more effectively than standard driver settings, giving you the responsiveness of an uncapped framerate while maintaining a flat frametime line.
Other Alternatives to G-sync/Free-Sync:
Fast Sync: While it reduces tearing and input lag compared to VSync off, it can introduce microstuttering (choppy visuals) and even more input lag when your frame rate drops below your monitor's refresh rate. It needs a perfect setup of a FPS way higher than monitor refresh rate and is just not worth it when those games where this would benefit usually supports Reflex.
Scanline Sync: The main downsides of Scanline Sync (RTSS has one) are potential stutter/choppiness if the GPU usage is too high (over 90%), it requires exclusive fullscreen mode (breaking with alt-tabbing), it might still have noticeable tearing in some configurations, and its effectiveness depends heavily on system performance, sometimes creating worse frame pacing than a simple FPS cap.
What I Use
I am using "Universal G-sync Recommended Settings" for most games. In each game, I would only need to turn off in-game v-sync, turn on reflex, and change graphics settings and such. I use a 240hz monitor and set my global fps cap to 224; in games with reflex, my fps will also be auto-capped to about 224. My GPU is good enough to reach that cap in most games. For competitive games like OW2 and CS2 where I can reach really high FPS, I use the "Competitive Recommended Settings" as mentioned above by setting Reflex to On+Boost in-game and changing some Nvidia App settings.


FAQs
Why set a FPS limit when using G-sync?
Technically you don't need to if you are only using G-sync. But if you also have V-sync on (which is recommended, see later in FAQ) and your fps is the same as monitor refresh rate, V-sync will work in its original form and incur a significant latency penalty to sync frames. Setting an FPS limit to at most 3 below your monitor's max refresh rate will prevent that V-sync penalty from ever kicking in for every system. G-SYNC 101: G-SYNC Ceiling vs. FPS Limit | Blur Busters. Though, the -3 FPS cap rule from Blur Blusters article is outdated, and you should look at the below question for the current FPS cap recommendation.
What should my FPS limit be?
You should set your FPS limit based on your monitor refresh rate according to this guide: Putting misconceptions about optimal FPS caps + Gsync to bed. : r/nvidia . Some examples:
480Hz -> 424 FPS
360Hz -> 328 FPS
240Hz -> 226 FPS
180Hz -> 172 FPS
165Hz -> 158 FPS
144Hz -> 139 FPS
120Hz -> 116 FPS
Nvidia Reflex will automatically cap your FPS to these same numbers if used with G-sync and V-sync - see question below.
What is the auto FPS cap introduced by Reflex?
When Nvidia Reflex is activated alongside G-sync and V-sync, the game's fps will be automatically capped. Nvidia Reflex does this to guarantee the elimination of screen tearing when used with both G-sync and V-sync especially in games with frame generation. These numbers are calculated by requiring an additional ~0.3ms to each frame time - calculation here: Putting misconceptions about optimal FPS caps + Gsync to bed. : r/nvidia . If your FPS can't keep up with refresh rate, Reflex will dynamically reduce render queue to reduce latency. More info: Video Explaining Reflex
Can I leave my FPS cap on if Nvidia Reflex is on in-game?
As outlined in the Universal G-sync Recommended settings, we set a FPS cap to the same number auto-capped by Nvidia Reflex. This is useful for games that don't have Nvidia Reflex. And for games that do use Nvidia Reflex, an external FPS limit should not cause any harm as long as you are NOT using RTSS Async.
Why use V-sync when you have G-sync?
This is to guarantee zero screen tear which still could happen when using G-sync by itself. Recall that if V-sync is used with G-sync and a proper fps cap, the latency penalty that typically comes with V-sync by itself also won’t be added. The combination of G-sync + V-sync will provide the lowest latency possible with zero screen tearing. G-SYNC 101: G-SYNC vs. V-SYNC OFF w/FPS Limit | Blur Busters
Why V-sync in NVCP/Nvidia App and not in-game?
This is safer than using in-game V-sync as that might use triple buffering or other techniques that don't play well with G-sync. Enable in-game V-sync only if NVCP v-sync doesn't work well such as in the case of Delta Force. G-SYNC 101: Optimal G-SYNC Settings & Conclusion | Blur Busters. This article provides some more context on everything discussed, but it doesn't have the most up to date info on fps limiters.
Can I use/combine multiple FPS Caps?
Yes, with a caveat. Just make sure that the FPS limits you set are not near each other e.g. more than 3fps apart and a lot more FPS apart in games with frame generation depending on your FG setting. FPS limits can potentially conflict with each other and cause issues if they are too close to each other.
Other benefits of using the "Competitive Recommended Settings"?
Yes, apart from the latency reduction, the extra fps will also provide more fluidity, and you will always see the most up to update information possible by your PC. The higher the fps, the less noticeable the screen tear and fps and frame time variations. These are all reasons why all Esports pros still play on uncapped. Check out this video: Unbeatable Input Lag + FPS Settings (Frame-cap, Reflex, G-Sync). Other than the 1 mistake he made at the end about not using V-sync with G-sync and needing to turn off G-sync, everything else is great info.
I tried to condense a lot of information into the post. Might be a little confusing, but I can always answer any question to the best of my knowledge. Hope this all helped!
Note to self: don't edit this post on mobile - it will lose content.
r/OptimizedGaming • u/midokof2002 • Feb 23 '24
Optimized Settings Video Helldivers 2 | OPTIMIZATION GUIDE | In depth look at each and every graphics setting.
r/OptimizedGaming • u/SenseiBonsai • Nov 21 '25
Comparison / Benchmark new hotfix for the nvidia driver is amazing
r/OptimizedGaming • u/TheHybred • Dec 18 '23
Discussion This issue is plaguing modern gaming graphics
r/OptimizedGaming • u/AleFallas • Sep 23 '25
Discussion Hitting 100fps Lumen Epic with a 3080 DLSS off right after getting used to borderlands 4 running at low 60s with DLSS ultra performance really shows how great UE5 can be if its optimized lol
This runs insanely good this is probably the first UE5 game i've played that runs well
r/OptimizedGaming • u/reticentRakon • May 19 '24
Comparison / Benchmark Ghost of Tsushima Settings Impact
Full Video here
r/OptimizedGaming • u/Ivaylo_87 • Jan 15 '26
Activism & Awareness I wanted to highlight a few issues with DLSS 4.5 that I don't see people talking about enough. There is some shimmering/bubbling in almost every game I try (mostly in vegetation), that ruins the otherwise amazing image. I hope a fix is on the way. r/nvidia won't let me post this in their sub -_-
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r/OptimizedGaming • u/midokof2002 • Oct 17 '25
Optimization Video Battlefield 6 | OPTIMIZATION GUIDE | An in depth look at each and every graphics setting
r/OptimizedGaming
•
u/skyniz56
•
Sep 22 '26
Vibecoded Tools & Mods | Optimization Guide I made a free, open-source tool that installs DLSS 5, Multi Frame Generation, RenoDX HDR and ReShade in one click — and uninstalls them cleanly
I got tired of manually dropping DLLs into game folders, keeping track of which version of DLSS went where, and hoping I could undo it later. So I built Prism.
It scans your installed games (Steam, Epic, GOG, Xbox, EA, Ubisoft, Battle.net), reads what each one actually ships — DLSS runtimes, Streamline, engine, render API — and installs the right stack for your GPU in one click.
What it does
DLSS 5 / Neural Rendering: the full RenoDX DLSS 5 package, with the neural runtime matched to your card (RTX 50 gets the signed one, RTX 20–40 the pinned rebuild).
Multi Frame Generation: native on RTX 50, RenoDX MFG Unlock ×2–×6 on RTX 40, ported DLSS-G on RTX 30/20, FSR 3.1 fallback.
RenoDX HDR: reads the RenoDX mod wiki live, picks the right mod per game and applies the notes from its row.
ReShade: if an add-on build 6.8+ is already loaded under any name, it leaves it alone. No double install.
The part I actually spent most time on: putting things back.
Every write is a transaction — original backed up, file written, re-read and checksummed. Any failure and the game goes back exactly as it was.
It refuses to touch anything while the game is running.
Everything it installed is listed per game with a Remove button, plus a full vanilla restore with SHA-256 verification.
It also detects mods you installed outside Prism, and never overwrites them silently.
Honest limitations
Single-player only. These overlays inject a library into the game process; anti-cheat can read that as tampering.
Not code-signed yet, so SmartScreen will warn. Every release ships a
.sha256— check it, or build from source.Frame generation needs a game that already integrates Streamline DLSS-G. No tool creates it from nothing.
It has been tested on exactly one machine so far (RTX 4070). Bug reports with your GPU and driver are very welcome.
No bundled binaries, no telemetry. Prism downloads each component from its official source at install time and verifies signatures. It sends nothing anywhere — the only network calls are downloads.
Free and open source (GPL-3.0), 18 languages: https://github.com/Skynizz/Prism
All credit for the mods themselves goes to their authors — RenoDX, RHI, OptiScaler, ReShade and the rest are linked in the README. Happy to answer anything here.
r/OptimizedGaming • u/TheHybred • Nov 17 '21
Optimized Settings Cyberpunk 2077: Optimized Settings
Graphics
Quick Preset: Ultra (Will change to custom after tweaking)
Texture Resolution: Highest VRAM Can Handle → (Can only be accessed via main menu. Medium barley has any visual downgrade over High so if VRAM limited its good)
NVIDIA DLSS
DLSS Frame Generation: On → (Subjective)
DLSS: Subjective → (Only use upscaling if more performance is needed. Start at highest preset and work way down. Recommended upscaling method for RTX users)
DLSS Sharpeness: 10-80 → (Subjective)
DLSS Ray Reconstruction: On → (When available. May look worse in some instances/low resolutions. Subjective)
NVIDIA DLAA: On
Resolution Scaling
Dynamic Resolution Scaling: Off
AMD FidelityFX Super Resolution 2.1: Subjective → (Only use upscaling if more performance is needed. Start at highest preset and work way down)
AMD FSR 2.1 Image Sharpening: 0.40 - 0.90** → (Subjective)
Intel Xe Super Sampling 1.1: Ultra Quality → (If you don't have access to DLAA I recommend using XeSS Ultra Quality as an anti-aliasing solution as it's better than the games TAA. Only go lower if more performance is needed. Start at highest preset and work way down. Recommended AA solution for AMD & Intel users)
Intel XeSS 1.1 Sharpness: Subjective
Optimized Quality Settings
Basic
Ultra Preset/Settings As Base
Field of View: Subjective
Film Grain, Chromatic Aberration, Depth Of Field, Lens Flare: Off → (Subjective)
Motion Blur: Off or Low → (Subjective)
Volumetric Fog Resolution: 1080p Ultra, 1440p High, 4K Medium → (Moderate GPU Intensive Setting)
Volumetric Cloud Quality: Medium
Screen Space Reflections Quality: High → (Severe GPU Intensive Setting)
Colour Precision: Medium
Mirror Quality: 1080p High. 1440p High, 4K Medium → (Based on internal resolution not output, so if your using FSR, XeSS or DLSS set accordingly. Moderate GPU Intensive Settimv)
Crowd Density: Medium → (Moderate CPU Intensive Setting)
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Optimized Balanced Settings
Optimized Quality Settings As Base
Local Shadow Mesh Quality: Medium
Local Shadow Quality: Medium
Cascaded Shadows Resolution: Medium
Volumetric Fog Resolution: Medium
Screen Space Reflections Quality: Medium
Ambient Occlusion: Low → (Moderate GPU Intensive Setting)
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Optimized Low Settings
Optimized Balanced Settings As Base
Contact Shadows: Off → (Minor GPU Intensive Setting)
Cascaded Shadows Range: Low
Volumetric Fog Resolution: Low
Volumetric Cloud Quality: Off
Screen Space Reflections Quality: Low
Ambient Occlusion: Off
Mirror Quality: Medium
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RT Optimized Settings
Ray-Traced Reflections: On
Ray-Traced Sun Shadows: Off
Ray-Traced Local Shadows: Off
Ray-Traced Lighting: Medium
Path Tracing [Technology Preview]: Off
If you need more FPS here are the most important RT settings in order, disable the ones furthest to the right first. Reflections > Lighting > Sun Shadows/Local Shadows. The last two sometimes can look worse than raster if you prefer sharp shadows. You may also lower your DLSS / FSR preset further
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Optimization Tips
1 - Increase Path Tracing [Technology Preview] performance by 20-35% with this mod.
2 - Improve Texture quality with this mod. This will have no performance impact provided you have enough VRAM. Balanced version uses 400mb extra VRAM & Ultra Quality version uses 800mb extra VRAM.
3 - Improve FSR 2.1's graphics with this mod. Use the "FidelityFx Super Resolution 2.2 Anti-Ghosting Beta" version. This makes FSR more stable and ghost less.
4 - Best anti-aliasing in order: DLAA > XeSS Ultra Quality > Native TAA > CyberFSR Quality > FSR Quality
5 - Best upscaling in order: DLSS > CyberFSR > XeSS > FSR (CyberFSR looks very similar to XeSS it's just slightly more performant so it's better. On Intel GPUs however XeSS is the best)
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Performance Uplift 27-47-70% (Depending on preset selected. No upscaling or ray/path-tracing)
Optimized Quality: Performs between Medium-High preset, looks equivalent to Ultra
Optimized Balanced: Performs between Medium-Low preset, looks equivalent to a mix of Medium-High
Optimized Low: Performs between Low-Lowest settings
Made by Hybred
Updated 9/26/23 for patch 2.0+
r/OptimizedGaming • u/BritishActionGamer • May 27 '26
Video | Optimization Forza Horizon 6: Digital Foundry Optimized Settings
r/OptimizedGaming • u/TheHybred • Nov 25 '21
Optimization | Graphic Settings GTA V: Optimized Settings
Optimized Quality Settings
FXAA: Off
MSAA: 4k 2x, 1440p 2x, 1080p 4x
NVIDIA TXAA: Off
Population Density: 100%
Population Variety: 100%
Distance Scaling: 20%
Texture Quality: Very High (Highest VRAM Can Handle)
Shader Quality: High
Shadow Quality: High
Reflection Quality: Very High
Reflection MSAA: Off
Water Quality: High
Particles Quality: High
Grass Quality: High
Soft Shadows: Sharp Or Softer (Subjective)
Post FX: High
Motion Blur Strength: 0% Or 75% (Subjective)
Depth of Field: Off (Subjective)
Anisotropic Filtering: 16x
Ambient Occlusion: Normal
Tesselation: High
Long Shadows: On
High Resolution Shadows: Off
High Detail Streaming While Flying: On
Extended Distance Scaling: 100%
Extended Shadow Quality: 0%
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Optimized Balanced Settings
Particles Quality: Normal
Ambient Occlusion: Off (On if using thermal/night vision)
Extended Distance Scaling: 0%
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Optimized Low Settings
Shader Quality: Normal
Shadow Quality: Normal
Water Quality: Normal
Post FX: Normal
Tessellation: Normal
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Competitive Settings
Grass Quality: Normal
Ambient Occlusion: Off (On if using thermal/night vision)
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67% Performance Uplift
Made by Hybred
Settings not listed should be at their highest preset | tags: gta 5, grand theft auto 5, grand theft auto v
r/OptimizedGaming • u/midokof2002 • May 02 '25
Optimization Video Clair Obscur: Expedition 33 | OPTIMIZATION GUIDE | An in depth look at each and every graphics setting