Getting NVIDIA Profile Inspector Low Latency Right

NVIDIA Profile Inspector low latency is two rows: set Maximum Pre-Rendered Frames to 1 for Control Panel On, and add Ultra Low Latency - Enabled at On for Ultra. Both work only in DX9 and DX11 games, and Reflex overrides the Ultra row. On a G-SYNC screen, Vertical Sync at Force on with Reflex or Ultra Low Latency caps FPS just under the refresh rate. GSYNC - Application State at Force Off turns G-SYNC off for one game.

NVIDIA Profile Inspector low latency settings

Low latency mode changes when the CPU hands frames to the GPU. NVIDIA's 2019 driver post says that with Off, a game's engine queues 1 to 3 frames. On holds the queue to one, and Ultra submits each frame just in time for the GPU.

Low Latency Mode mapped to Profile Inspector rows: Off, where the engine queues 1 to 3 frames, is Maximum Pre-Rendered Frames at Use the 3D application setting and Ultra Low Latency - Enabled Off, 0x00000000; On is Maximum Pre-Rendered Frames at 1, 0x00000001; Ultra adds Ultra Low Latency - Enabled On, 0x00000001. Ultra Low Latency - CPL State needs no change.
Pre-rendered frames at 1 gives Control Panel On, and adding Ultra Low Latency - Enabled at On gives Ultra.

NVIDIA Profile Inspector low latency control is split across two rows in group 02 - Sync and Refresh: Maximum Pre-Rendered Frames and Ultra Low Latency - Enabled. Together they replace the Control Panel's one Low Latency Mode dropdown.

A repo collaborator spelled out the On and Ultra rows in GitHub issue #318. The Off row puts both rows back on their undo values.

Control Panel labelProfile Inspector rowValueHex
Low Latency Mode OffMaximum Pre-Rendered Frames and Ultra Low Latency - EnabledUse the 3D application setting, Off0x00000000, 0x00000000
Low Latency Mode OnMaximum Pre-Rendered Frames10x00000001
Low Latency Mode UltraMaximum Pre-Rendered Frames plus Ultra Low Latency - Enabled1, On0x00000001, 0x00000001

A third row, Ultra Low Latency - CPL State, looks like the main switch. Skip it: the XML describes it as a record of the Control Panel's choice, with "No need to change it".

Keep every latency change on one game, where it cannot spill into other titles; the profile box and Apply Changes basics show how to open that game's profile. The NVIDIA App edits the same driver profiles, so a value that keeps flipping back may come from when the NVIDIA App and Profile Inspector disagree.

Low latency mode On or Ultra?

Start low latency mode at On. If frame times get worse, go back to Off; try Ultra only in a DX9 or DX11 game. NVIDIA's Control Panel help says On limits queued frames to one, while Ultra puts latency first by "fully minimizing queued frames".

Choosing On or Ultra: start at On, which limits queued frames to one, and go back to Off if frame times get worse; try Ultra only in a GPU-bound DX9 or DX11 game steady between 60 and 100 FPS; keep pre-rendered frames at 1 with Ultra to avoid frame-time spikes from issue #318, and test game by game.
Start at On, and try Ultra only in a GPU-bound DX9 or DX11 game that already runs between 60 and 100 FPS.

NVIDIA's 2019 driver announcement adds the condition that matters most. You feel the gain when the graphics card is the bottleneck and the counter reads somewhere from 60 to 100 FPS. The settings page's starting values sort the rest of group 02 by goal, from more FPS to laptop battery life.

Ultra has one known trap. In GitHub issue #318, a windowed app at 900 to 1000 FPS showed a frame-time problem with Ultra Low Latency - Enabled On until pre-rendered frames went to 1. One Steam player found pre-rendered frames at 1 caused stutter in some games and called it "not a set and forget setting", so test it game by game. The Off row of the mapping table undoes either choice.

Does low latency mode work in your game?

Ultra Low Latency - Enabled does nothing once the game runs NVIDIA Reflex, because NVIDIA's system latency guide says Reflex overrides Ultra Low Latency when both are on. The rows also do nothing in DX12 or Vulkan games, which set their own queue length.

What to set by case: with a Reflex option, use Reflex in the game menu and leave Ultra Low Latency - Enabled at Off; in DX12 or Vulkan games leave both queue rows alone; in a windowed or borderless window and on MS Hybrid laptops use the game's own V-Sync; on a G-SYNC display set Vertical Sync to Force on plus Reflex or Ultra Low Latency so the driver caps FPS just under the refresh rate.
The queue rows only help DX9 and DX11 games without Reflex, because Reflex overrides Ultra Low Latency and DX12 or Vulkan games set their own queue.

Reflex itself has no row in the tool's settings file, so you switch it on only in the game's own menu. Six common setups decide which latency or sync row still does anything.

Your caseWhat to setWhy
The game has a Reflex optionReflex in the game menu; leave Ultra Low Latency - Enabled at OffNVIDIA says Reflex overrides Ultra Low Latency and works from inside the game
DX12 or Vulkan gameLeave both queue rows aloneThe game decides the queue, not the driver
Windowed or borderless windowThe game's own V-Sync, with Vertical Sync at Use the 3D application settingDriver V-Sync On is fullscreen only
G-SYNC displayVertical Sync at Force on, plus Reflex or Ultra Low LatencyThe driver then caps FPS just below the refresh rate
MS Hybrid laptopThe game's own V-SyncNVIDIA's latency guide says to use in-game V-Sync on these laptops
Smooth Motion is onCheck Ultra Low Latency - Enabled after you switch Smooth Motion onA user in issue #377 reports the tool does not add the Ultra step the NVIDIA App sets; see Smooth Motion

Fortnite, Counter-Strike 2 and VALORANT are among the shooters NVIDIA lists with Reflex built in, so with Reflex on there, leave Ultra Low Latency - Enabled at Off.

Maximum Pre-Rendered Frames and Ultra Low Latency values

Maximum Pre-Rendered Frames (ID 0x007BA09E) accepts Use the 3D application setting or a whole number from 1 to 8. Ultra Low Latency - Enabled (ID 0x10835000) is a plain Off or On and needs driver 430.00 or newer.

RowIDValues (hex)Min driverUndo value
Maximum Pre-Rendered Frames0x007BA09EUse the 3D application setting 0x00000000; 1 to 8 as 0x00000001 to 0x00000008None listedUse the 3D application setting
Ultra Low Latency - Enabled0x10835000Off 0x00000000; On 0x00000001430.00Off
Ultra Low Latency - CPL State0x0005F543Off 0x00000000; On 0x00000001; Ultra 0x00000002430.00Leave it untouched

The XML says the first row "Sets the maximum number of frames the CPU may queue ahead of GPU execution". NVIDIA's help says the driver cuts latency by limiting how many frames the CPU can prepare. To back out, put each row on its undo value, or reset one setting to its default without touching the rest of the profile.

How to check the change

Test a low latency setting by playing the same scene twice, once with both queue rows at Off and once at your new value. Judge the result by frame times and latency, not the FPS counter.

NVIDIA FrameView logs frame rates and frame times, and NVIDIA says it works with all major graphics APIs. Expect the counter to read a little lower with On or Ultra, because NVIDIA's help describes Off as the mode that favors throughput. Bigger frame-time spikes after the change are your cue to go back to Off. Stutter that the queue rows do not explain may come from shader compiling instead, which the shader cache size choices address. NVIDIA's latency guide adds two latency readouts. A performance overlay can show Render Latency for any game, and Reflex games report their own Game and Render latency in the menu.

When the queue rows do nothing

Check that Maximum Pre-Rendered Frames sits at 1 before anything else. When an NVIDIA Profile Inspector low latency, G-SYNC or present method row seems to do nothing, GitHub issues #318, #59 and #445 point to likely causes. Each one comes from one user's system.

SymptomConditionWhat helped
Frame-time problem with Ultra Low LatencyEnabled On without pre-rendered frames at 1, windowed, 900 to 1000 FPS (#318)Set Maximum Pre-Rendered Frames to 1
Stutter with V-SyncPre-rendered frames at 1 plus V-Sync (#318)No fix posted
G-SYNC off in borderless windowPath of Exile on DX11, Fullscreen and Windowed mode (#59)Switch the game to Vulkan
OpenGL game keeps going into exclusive fullscreenFlags values were missing from a 3.0 pre-release list, since fixed (#445)DISABLE_FULLSCREEN_OPT (0x00000001) in the present method Flags row

Two old reports cover the fractions. 1/2 Refresh Rate sometimes needed a PC restart to take hold (#48). 1/4 did nothing on one 240 Hz laptop, and no fix was posted (#162). If every row matches and a value still slips back, look into why settings do not apply or reset after a driver update.

NVIDIA Profile Inspector V-Sync values

The Vertical Sync row (ID 0x00A879CF) has seven values: Force off, Force on, Fast Sync, three refresh-rate fractions, and Use the 3D application setting. That last value hands V-Sync back to the game, so it is the one to undo with.

ValueHexWhat it does
Force off0x08416747V-Sync off; NVIDIA's help says Off suits players who put performance ahead of image quality
Force on0x47814940V-Sync on to stop tearing; fullscreen games only
Fast Sync0x18888888Lower latency without tearing; Pascal or newer, single GPU
Use the 3D application setting0x60925292The game's own V-Sync choice applies
1/2 Refresh Rate0x32610244V-Sync at half the refresh rate
1/3 Refresh Rate0x71271021V-Sync at a third of the refresh rate
1/4 Refresh Rate0x13245256V-Sync at a quarter of the refresh rate

Windowed and borderless players should use the game's own toggle, because NVIDIA's latency guide says driver V-Sync On only works for fullscreen applications. The same guide says V-Sync "causes back pressure from the display": frames wait for the screen, and your input waits with them. Triple Buffering (0x20FDD1F9) is a separate row that NVIDIA's help ties to OpenGL games running with V-Sync, so DirectX players can ignore it.

Where is Adaptive V-Sync?

Adaptive V-Sync sits on its own row, not in the Vertical Sync list. It lives in Vertical Sync - Tear Control (ID 0x005A375C), which needs driver 300.00 or newer. That row has two values: Standard 0x96861077 and Adaptive 0x99941284.

According to NVIDIA's help, Adaptive turns V-Sync on only while the frame rate is higher than the refresh rate. It is available only when Monitor Technology is set to ULMB or Fixed Refresh Rate, so it does not apply while G-SYNC runs. For the Control Panel's "Adaptive 1/2 refresh rate", use the Control Panel itself. To undo, set Tear Control back to Standard.

Should V-Sync be on with G-SYNC?

Yes, keep V-Sync On with a G-SYNC display while you use Reflex or Ultra Low Latency, as NVIDIA's latency guide says. The driver then holds the frame rate just under the refresh rate.

On a G-SYNC display, Vertical Sync at Force on, 0x47814940, plus Reflex or Ultra Low Latency makes the driver cap FPS just under the refresh rate, which is expected behavior. To turn G-SYNC off for one game, set GSYNC - Application State to Force Off, 0x00000001; its ID 0x10A879CF differs from Vertical Sync 0x00A879CF by one digit.
With G-SYNC, keep V-Sync on alongside Reflex or Ultra Low Latency, and the FPS counter stopping just under the refresh rate is expected.

That automatic cap is why the FPS counter stops short of your monitor's refresh rate, and it is expected behavior, not a fault. NVIDIA notes that this route has slightly higher latency than Reflex running uncapped, and asks for exclusive fullscreen wherever the game offers it. For the exact number to cap at by hand, use the G-SYNC cap table for Frame Rate Limiter V3.

G-SYNC "Requires a G-SYNC capable display", in the words of NVIDIA's help, which also says the preferred refresh rate control is disabled while variable refresh rate is on. A G-SYNC game therefore gains nothing from setting Prefered Refreshrate (the XML's spelling) to Highest available. If you already changed it, Use the 3D application setting puts it back.

G-SYNC settings in Profile Inspector

Seven GSYNC rows exist: five that control G-SYNC and two on-screen overlays. The XML describes GSYNC - Global Feature as the switch that enables G-SYNC support, while the Application rows set the mode and state a game receives. All need driver 331.00 or newer except the Support Indicator row, which lists no minimum.

RowIDValues (hex)What it does
GSYNC - Global Feature0x1094F157Off 0x00000000; On 0x00000001Turns G-SYNC support on or off for the profile
GSYNC - Global Mode0x1094F1F7Off 0x00000000; Fullscreen only 0x00000001; Fullscreen and Windowed 0x00000002Sets the G-SYNC mode for the profile
GSYNC - Application Mode0x1194F158Off 0x00000000; Fullscreen only 0x00000001; Fullscreen and Windowed 0x00000002Sets the mode the game is told it has
GSYNC - Application State0x10A879CFAllow 0x00000000; Force Off 0x00000001; Disallow 0x00000002; Utra Low Motion Blur 0x00000003; Fixed Refresh Rate 0x00000004Sets the G-SYNC state applied while the profile is active
GSYNC - Application Requested State0x10A879ACSame five values as Application StateHolds the state the game itself asked for
GSYNC - Indicator Overlay0x10029538Off 0x00000000; On 0x00000001Shows whether G-SYNC is active right now
GSYNC - Support Indicator Overlay0x008DF510Off 0x00000000; On 0x00000004Shows whether the current present path supports G-SYNC

"Utra Low Motion Blur" is the XML's own spelling. Watch the IDs too: GSYNC - Application State (0x10A879CF) and Vertical Sync (0x00A879CF) differ by one digit, so copy them rather than typing.

How to disable G-SYNC for one game

To turn G-SYNC off for one game, open its profile and set GSYNC - Application State to Force Off (0x00000001). Leave both Global rows alone, and every other game keeps G-SYNC.

For borderless or windowed G-SYNC, the GitHub issue #59 reporter set both GSYNC - Global Mode and GSYNC - Application Mode to Fullscreen and Windowed (0x00000002). It still failed in Path of Exile's DX11 renderer until the game switched to Vulkan. To undo the per-game switch, set Application State back to Allow.

Vulkan/OpenGL present method

Most players can leave Vulkan/OpenGL Present Method (ID 0x20D690F8) alone. It chooses whether a Vulkan or OpenGL game presents frames natively or layered on the DXGI swap chain that DirectX games use. The XML lists three values: Prefer native 0x00000000, Prefer layered on DXGI Swapchain 0x00000001, and Auto 0x00000002, the default and undo value.

The user who opened GitHub issue #161 summed it up: "2 is default/automatic. 1 is force DX present. 0 is force Native present (and exclusive fullscreen)." The companion Vulkan/OpenGL Present Method - Flags row (0x20324987) goes back to N/A (0x00000000) to undo.

FAQ

Is Ultra Low Latency the same as NVIDIA Reflex?

No. NVIDIA's latency guide says Ultra Low Latency shortens the render queue "from the driver instead of the game". Reflex works inside the game engine, and NVIDIA calls it "more effective at reducing latency". The two run independently, so a Reflex game gains nothing from the driver row.

Does every game have NVIDIA Reflex?

No. In November 2024 NVIDIA said Reflex had reduced PC latency in over 130 games, including nine of the top 10 competitive shooters. Look for the toggle in the game's own graphics menu. A game without it is where Ultra Low Latency - Enabled still matters.

What does Blur Busters recommend for G-SYNC input lag?

Blur Busters' optimal G-SYNC settings keep V-Sync On in the NVIDIA control panel together with a frame cap under the refresh rate. With that cap holding frames inside the G-SYNC range, driver V-Sync never engages, so it adds no V-Sync input lag and only works as a safety net.

Does G-SYNC add input lag?

NVIDIA's Control Panel help says G-SYNC eliminates screen tearing "while minimizing input lag and stutter". Lag returns only when the frame rate reaches the refresh rate, which a cap under it prevents.

Conclusion

In a DX9 or DX11 game without Reflex, set Maximum Pre-Rendered Frames to 1, and add Ultra Low Latency - Enabled at On only if frame times stay steady. Reflex games take the setting from their own menu, and DX12 or Vulkan games set their own queue.

Keep a .nip export so one import undoes the test, and read whether driver tweaks matter to anti-cheat before a ranked match.