Nvidia Profile Inspector - PCGamingWiki PCGW (2024)

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.

Main window of the global/base profile.

Example of a global override.

ParameterDescriptionAmbient Occlusion compatibilityAllows HBAO+ to work with any given game.Antialiasing compatibilityAllows 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 FixAvoid 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 bitsAllows 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 settings

The built-in G-Sync status indicator overlay

ParameterDescriptionFlip IndicatorEnables an on-screen display of frames presented using flip model.Frame Rate LimiterEnables the built-in frame rate limiter of the display drivers at the specified FPS.Frame Rate Limiter ModeControls what mode of the frame rate limiter will be used.GSYNC - Application ModeControls whether the G-Sync feature will be active in fullscreen only, or in windowed mode as well.GSYNC - Application Requested StateIf you know what this setting does, please add a description here.GSYNC - Application StateSelects 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 FeatureToggles 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 ModeControls whether the G-Sync feature will be active globally in fullscreen only, or in windowed mode as well.GSYNC - Indicator OverlayEnables 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.GSYNC - Support Indicator OverlayEnables a diagnostics overlay which updates in real time. Can help determine which type of G-SYNC is being requested by a particular 3d application (is it requesting Exclusive Fullscreen or Windowed mode?)Maximum pre-rendered framesControls 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 RateControls 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 bufferingToggles triple buffering in OpenGL games. Enabling this improves performance when vertical sync is also turned on.Vertical SyncControls 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 behaviorToggles 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 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.

Vertical Sync Tear ControlToggles 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.

ParameterDescriptionAntialiasing - Behavior FlagsThese 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 CorrectionGamma 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 gammaApplies gamma correction for singular lines (like wires) as compared to edges.[12]Antialiasing - ModeDetermines 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 UsageControls 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 offThis will display a small green icon in the left upper corner if enabled showing whether FXAA is enabled or not.Toggle FXAA on or offFXAA 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.

Texture filtering settings

ParameterDescriptionAnisotropic filtering modeToggles 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 settingControls 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 filteringSimilar 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 optimizationAnisotropic 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 optimizationAnisotropic 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 BiasWhen 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 circ*mstances, 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 biasSome 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 - QualityThis 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 OptimizationTrilinear 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.
ParameterDescriptionAmbient Occlusion settingThis 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 usageSet this to Enabled when using forced ambient occlusion.CUDA - Force P2 StateIf set to OFF it forces GPU into P0 State for compute.Extension limitExtension 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 accelerationThis controls GPU-based acceleration in OpenGL applications and will have no effect on performance on DirectX platforms.[18]OpenGL - Version OverrideIf you know what this setting does, please add a description here.Optimize for Compute PerformanceThis 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 modeThis 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 cacheEnables 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 IndicatorEnables 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 optimizationAllows 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.
ParameterDescriptionAntialiasing - SLI AAThis 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 modeForces 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 modeForces 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 DX10Forces 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 modeForces 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 DX10Forces 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 indicatorEnables a semi-transparent on-screen status indicator of when SLI is being used and how the workload is split between the cards.SLI rendering modeForces 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.
ParameterDescriptionForce Stereo shutteringIf you know what this setting does, please add a description here.LaserXAdjustIf you know what this setting does, please add a description here.LaserYAdjustIf you know what this setting does, please add a description here.Stereo - Display modeThis 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 SupportIf you know what this setting does, please add a description here.Stereo - EnableEnables stereo in OpenGL applications.Stereo - Swap eyesSelect this option to exchange the left and right images.Stereo - Swap modeIf you know what this setting does, please add a description here.StereoConvergenceIf you know what this setting does, please add a description here.StereoCutoffIf you know what this setting does, please add a description here.StereoCutoffDepthFarIf you know what this setting does, please add a description here.StereoCutoffDepthNearIf you know what this setting does, please add a description here.StereoFlagsDX10If you know what this setting does, please add a description here.StereoMemoEnabledIf you know what this setting does, please add a description here.StereoProfileIf you know what this setting does, please add a description here.StereoTextureEnableIf you know what this setting does, please add a description here.StereoUseMatrixIf you know what this setting does, please add a description here.
ParameterDescriptionAnsel flags for enabled applicationsIf you know what this setting does, please add a description here.Application Profile Notification Popup TimeoutIf you know what this setting does, please add a description here.Battery BoostIf you know what this setting does, please add a description here.Buffer-flipping modeDetermines 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 applicationsToggles 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 IndicatorDraws a G-Sync logo when an application engages G-Sync.Do not display this profile in the Control PanelHides the profile from being listed in Nvidia Control Panel > Manage 3D Settings > Program Settings.Enable AnselToggles 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 OptimusOn an Optimus laptop, controls whether the selected application runs on the dedicated Nvidia GPU or the integrated GPU.Enable GTX950 specific featuresEnables GTX 950 latency optimizations on E-Sports Titles (Dota 2, Heroes of the Storm, League of Legends)Enable NV_gpu_multicast extensionThis 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 overlayAllows the use of OpenGL overlay planes in programs. Typically used if a program fails to render OpenGL planes.Event Log Severity ThresholdIf you know what this setting does, please add a description here. This setting only affects OpenGL programs.Event Log Tmon Severity ThresholdIf you know what this setting does, please add a description here. This setting only affects OpenGL programs.Export Performance CountersIf you know what this setting does, please add a description here.Export Performance Counters for DX9 onlyIf you know what this setting does, please add a description here.Exported Overlay pixel typesDetermines 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 MonitorIf you know what this setting does, please add a description here.Frame Rate Monitor ControlIf you know what this setting does, please add a description here.High level control of the rendering quality on OpenGLIf you know what this setting does, please add a description here.ICafe SettingsIf you know what this setting does, please add a description here.List of Universal GPU idsIf you know what this setting does, please add a description here.Maximum AA samples allowed for a given applicationIf you know what this setting does, please add a description here.Maximum frames allowedRedundant 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 PowerIf 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 applicationIf you know what this setting does, please add a description here.Memory Allocation PolicyThis 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 UsageIf you know what this setting does, please add a description here.NVIDIA Quality upscalingUses 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 intervalToggles 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 fractionIf you know what this setting does, please add a description here.OpenGL default swap interval signIf you know what this setting does, please add a description here.Optimus flags for enabled applicationsSelect 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.
PowerThrottleIf you know what this setting does, please add a description here.Preferred OpenGL GPUSelect the GPU to be used by OpenGL applications.Quiet ModeQuiet Mode/Whisper Mode, Select ON/OFF [Makes Laptop/GPU Run Quieter]Quiet Mode Application FPSWhen Quiet Mode Is Enabled, Set MAX FPS For Applications Using GPU in Quiet ModeShim Rendering Mode Options per application for OptimusIf you know what this setting does, please add a description here.SILK SmoothnessSilk 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 IDIf you know what this setting does, please add a description here.Unified back/depth bufferThis 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 DataIf you know what this setting does, please add a description here.Variable refresh RateIf you know what this setting does, please add a description here.Virtual Reality pre-rendered framesLimits 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 FlagsIf you know what this setting does, please add a description here.
ParameterDescription0x00666634When 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.ParameterDescription0x10834FEEWhen 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
Nvidia Profile Inspector - PCGamingWiki PCGW (2024)
Top Articles
Latest Posts
Article information

Author: Kelle Weber

Last Updated:

Views: 5716

Rating: 4.2 / 5 (53 voted)

Reviews: 92% of readers found this page helpful

Author information

Name: Kelle Weber

Birthday: 2000-08-05

Address: 6796 Juan Square, Markfort, MN 58988

Phone: +8215934114615

Job: Hospitality Director

Hobby: tabletop games, Foreign language learning, Leather crafting, Horseback riding, Swimming, Knapping, Handball

Introduction: My name is Kelle Weber, I am a magnificent, enchanting, fair, joyous, light, determined, joyous person who loves writing and wants to share my knowledge and understanding with you.