Which NVIDIA Profile Inspector Settings to Change

Most players need only a few NVIDIA Profile Inspector settings: Texture Filtering - Quality, Power Management - Mode, the frame cap, low latency, and some DLSS and shader cache rows. Set them on the game's own profile. Each goal gets a starting value, its hex code and its undo value. The frame cap and low latency get a link to their own guides instead. Most other named entries can stay at default.

Best NVIDIA Profile Inspector settings by goal

The best starting values depend on your goal: more FPS on a weak PC, lower input latency, sharper image quality, fewer stutters or longer laptop battery life.

Starting values by goal: for more FPS, Texture Filtering Quality at High performance (0x00000014, undo Quality 0x00000000) and Power Management Mode at Prefer maximum performance (0x00000001) on the game profile; for image quality, Anisotropic Filtering Mode User-defined / Off, Setting 16x (0x00000010) and Texture Filtering Quality High quality (0xFFFFFFF6); for fewer stutters, Pre-compile Shader Options Low (0x00000001) on the global profile, DX12 only, driver 595.97 or newer; on a laptop, keep Adaptive (0x00000000) on the global profile.
Each goal starts with one or two rows on the game's profile, and only the laptop and shader pre-compile rows go on the global profile.

Every value in the goal table goes on one game's profile and only counts after Apply Changes, as the walkthrough for opening a game profile shows. The two exceptions are the laptop and shader pre-compile rows, which belong to the global profile.

The README warns that a value that helps one game can do nothing in another, or even cause trouble there. So treat each row as a starting point. Change one thing, play a normal session, then decide.

The Undo value column shows the tool's neutral value, such as Adaptive, Application-controlled or Disabled. Where NVIDIA names a GeForce default, that value is used instead.

GoalSettingStart withHexUndo valueCondition
More FPSTexture Filtering - QualityHigh performance0x00000014Quality, 0x00000000 (NVIDIA's GeForce default)NVIDIA: "the highest frame rate possible"
More FPSPower Management - ModePrefer maximum performance0x00000001Adaptive, 0x00000000Game profile only
Image qualityAnisotropic Filtering - ModeUser-defined / Off0x00000001Application-controlled, 0x00000000Must be set before the Setting row applies
Image qualityAnisotropic Filtering - Setting16x0x00000010Follows Mode6x shares the hex value of 4x
Image qualityTexture Filtering - QualityHigh quality0xFFFFFFF6Quality, 0x00000000Trilinear Optimization is ignored at High quality
Fewer stuttersShader Cache - Pre-compile Shader OptionsLow0x00000001Disabled, 0x00000000Global profile; DX12 only, driver 595.97 or newer, off by default
LaptopPower Management - Mode (global)Keep Adaptive0x00000000Adaptive, 0x00000000Raise to Prefer maximum performance on game profiles only

Lower latency and the frame cap both live in group 02. The latency queue rows act only in DirectX 9 or 11 games.

In 3.x, the filter for modified settings lists only the rows you changed, so use it after a few sessions to prune what did nothing. The Defaults button returns a whole profile to NVIDIA's values, and the steps to reset one setting, one profile or all of them start with a single row.

Low-end PC and potato graphics

For a weak PC, the texture row that reliably buys frames is Texture Filtering - Quality at High performance. NVIDIA's Control Panel help says that value offers "the highest frame rate possible".

Expect softer texture filtering in return. High performance will not drop your resolution or switch off effects, so the game's own low or potato preset still does the heavy lifting.

Best image quality settings

Set Anisotropic Filtering - Mode to User-defined / Off, then Anisotropic Filtering - Setting to 16x, and Texture Filtering - Quality to High quality. Mode must read User-defined / Off before the Setting row applies, and LOD bias and texture filtering lists the AF levels to skip.

Driver sharpening (Sharpening Filter - Enabled) is Off (0x00000000) by default, and NVIDIA's help names no recommended sharpening level. Its strength row, Sharpening - Value (0x002ED8CD), runs from 0.00 to 1.00.

Shader stutter and Pre-compile Shader Options

Shader Cache - Pre-compile Shader Options (0x00EAD189, group 07) builds DirectX 12 shaders in the background before you play. The XML ties the row to NVIDIA Auto Shader Compilation. Set it on _GLOBAL_DRIVER_PROFILE (Base Profile), where the NVIDIA App places the same switch.

NVIDIA's March 2026 announcement says the feature rebuilds DirectX 12 shaders "while your system is idle". It needs Game Ready driver 595.97 WHQL or newer and is off by default. In the NVIDIA App, the same switch sits only under Graphics, Global Settings, Shader Cache, with a Compile Now button.

The tool's CustomSettingNames.xml lists four values for this row.

ValueHexWhat it means
Disabled0x00000000Off, the default
Low0x00000001The background compile uses the least of the system
Medium0x00000002A middle share
High0x00000003The background compile uses the most of the system

Low is the gentle start, because it leaves the most of the PC free while the compile runs. A missing row points to an old driver: Orbmu2k confirmed in issue #449 that it only shows on driver 595.97 or newer.

Two limits apply. The feature only covers DirectX 12 games. And a game you just downloaded still builds its shaders in-game the first time. Set the row to Disabled to undo it. Whether a driver update clears the existing cache is covered in the shader cache size guide.

Laptops and battery life

On a laptop keep Power Management - Mode at Adaptive on the global profile and raise it only on game profiles. The power management and CUDA guide lists the values and what NVIDIA says about each.

NVIDIA Profile Inspector settings explained in 7 groups

3.0.2.1 names 115 settings, split into 7 groups. The biggest, 05 - Upscaling and Frame Generation, holds 30 of them, about a quarter of the list. The settings file on GitHub has since grown to 117. It adds DLSS - Enable Streamline Override (0x10E41E06) to 05 and rBAR - Enable v2 (0x000BFA21) to 07. Neither is named in 3.0.2.1, so each shows under the driver's own name or as the bare ID, by default only once the profile holds a value.

Bar chart of the 115 named settings in 3.0.2.1 by group: 01 Compatibility 4, 02 Sync and Refresh 20, 03 Antialiasing and Sharpening 14, 04 Texture Filtering 12, 05 Upscaling and Frame Generation 30, 06 Rendering Features 16 and 07 System, Memory and Compute 19; the settings file on GitHub has grown to 117, and release 3.0.1.11 of April 2026 brought the new groups.
Group 05, Upscaling and Frame Generation, holds 30 of the 115 named settings, about a quarter of the list.

The group names are fairly new. Release 3.0.1.11 (April 2026) reworked the setting names, and its notes describe "new groups and ai generated descriptions". Any guide older than that shows a different layout from the one on your screen.

Group names and entry counts come from the 3.0.2.1 CustomSettingNames.xml.

Group in the toolEntries in 3.0.2.1What it controlsSettings worth knowingFull guide
01 - Compatibility4Compatibility bits that let forced AA and AO work in DX9 and DX1x gamesAntialiasing - Compatibility (DX9), Ambient Occlusion - Compatibility (bitfield, no value list)Covered in the AA and sharpening guide
02 - Sync and Refresh20Frame caps, V-Sync, G-SYNC, the low latency queueFrame Rate Limiter V3, Ultra Low Latency - Enabled, Maximum Pre-Rendered Framesframe cap, low latency
03 - Antialiasing and Sharpening14Driver MSAA, FXAA, transparency AA, sharpeningSharpening Filter - Enabled, Antialiasing - Transparency SupersamplingAA and sharpening
04 - Texture Filtering12Anisotropic filtering, LOD bias, filtering qualityTexture Filtering - Quality, Anisotropic Filtering - Mode, Anisotropic Filtering - SettingCovered in the LOD bias and texture filtering guide
05 - Upscaling and Frame Generation30DLSS Super Resolution, Ray Reconstruction, Frame Generation and Multi Frame Generation overrides, Smooth MotionDLSS - Forced Preset Letter, Smooth Motion - Enableforce a DLSS preset or DLAA
06 - Rendering Features16RTX HDR, RTX Dynamic Vibrance, DXR and Vulkan ray tracing switches, Ansel, ambient occlusionRTX HDR - Enable, Ambient Occlusion - SettingRTX HDR and Dynamic Vibrance
07 - System, Memory and Compute19Shader cache, Resizable BAR, power mode, threaded optimization, CUDA, PhysX, OpenGL entriesShader Cache - Cache Size, rBAR - Enable, Power Management - Modeshader cache, ReBAR, power and CUDA

The wider Reference.xml file adds two more groups, 08 - SLI and NVLINK and 10 - OpenGL. With one graphics card in the PC, the SLI and NVLINK group has nothing to act on.

Which settings matter for your type of game?

Your game's graphics API decides which groups can touch it. DirectX 9 and 11 games respond to more driver overrides than DirectX 12 and Vulkan games, which control their own frame queue.

Competitive shooters such as Fortnite and Counter-Strike 2 also get their own setting pages. Driver profile edits never touch game files, yet only the publisher rules on bans, as whether driver tweaks are safe in online games explains.

Check the API in the game's graphics menu or on PCGamingWiki, then find the matching game type in the table.

Game typeGroups that matterWhat does not apply
DirectX 12 or Vulkan game02 frame cap; 05 DLSS and Smooth Motion entriesUltra Low Latency and pre-rendered frames (the game decides the queue)
DirectX 9 or 11 game01 compatibility bits, 03 AA, 04 anisotropic filtering, 02 latency rows (see low latency guide)Every group can apply
OpenGL gameTriple Buffering (with V-Sync), the OpenGL entries in 07 (Extension Limit (OGL), Version Override (OGL), Shader Cache - Enabled (OpenGL)), Texture Filtering - LOD Bias (OGL)DirectX-only entries such as Trilinear Optimization
DirectX 12 game with shader stutter07 Shader Cache - Pre-compile Shader OptionsThe first launch of a new game still compiles shaders

Does NVIDIA Profile Inspector increase FPS?

NVIDIA Profile Inspector does not raise FPS by itself; FPS rises only when a changed row cuts GPU work or adds generated frames in a game that supports it. NVIDIA Profile Inspector settings only change driver values.

Four things that can raise FPS: Texture Filtering Quality at High performance (0x00000014), the DLSS mode and preset, Power Management Mode at Prefer maximum performance in GPU-bound games, and Smooth Motion on RTX 40 and 50 cards; latency rows and a frame cap do not raise the counter, and power and filtering rows do nothing when the CPU holds the game back.
Profile Inspector raises FPS only when a changed row cuts GPU work or adds generated frames, so measure the same scene before and after.

Videos and Reddit posts promise big gains from long tweak lists. In practice, four things can move the FPS counter:

  • Texture Filtering - Quality at High performance (0x00000014).
  • The DLSS mode and preset, which the DLSS override guide shows how to force. A lower render resolution gives the GPU less work per frame.
  • Power Management - Mode at Prefer maximum performance on the game profile, which helps only in GPU-bound games.
  • Smooth Motion, which adds generated frames on supported cards. It runs on RTX 40 and 50 cards, so check yours before you turn on Smooth Motion for frame generation.

Latency rows change how fast the game responds, not the counter. A frame cap lowers FPS on purpose. Power and filtering rows do nothing when the CPU holds the game back.

Measure the same scene before and after each change with any FPS counter you trust. If the number does not move, undo the change and keep the profile clean.

Settings to leave alone and why

Some NVIDIA Profile Inspector settings only track a Control Panel state, draw a debug overlay or serve hardware you do not have. Skip the entries in the table, because changing them does nothing useful in a game.

Settings to leave alone: Ultra Low Latency CPL State only mirrors the Control Panel, Triple Buffering is an OpenGL setting, debug and indicator overlays are markers not for play, Vertical Sync Smooth AFR Behavior is only for multi-GPU AFR, rBAR Enable belongs on game profiles not the global one, and Prefer maximum performance on a laptop global profile drains the battery, so set it back to Adaptive, 0x00000000.
Rows that mirror the Control Panel, draw debug overlays or serve hardware you do not have do nothing useful in a game.
EntryHex IDWhy leave itIf you changed it
Ultra Low Latency - CPL State0x0005F543Only mirrors the Control Panel; the working switch is Ultra Low Latency - EnabledOff
Triple Buffering0x20FDD1F9NVIDIA's help calls it an OpenGL setting that improves performance when V-Sync is also on, so NVIDIA documents no effect in DirectX gamesOff
Debug and indicator overlays: Flip Indicator, Multi-Plane Overlay Indicator, GSYNC - Indicator Overlay, GSYNC - Support Indicator Overlay, Antialiasing - FXAA Indicator Overlay, PhysX - Indicator Overlay0x002CF156, 0x00A88888, 0x10029538, 0x008DF510, 0x1068FB9C, 0x1094F16FOn-screen markers for checking a feature, not for playOff or Disabled (Flip Indicator uses Disabled; for PhysX, Off is 0x34534064)
Smooth Motion - Debug Bars, Smooth Motion - Debug Log Level0xB01B8B02, 0xB053C379Diagnostics only; see the Smooth Motion guideOff
Vertical Sync - Smooth AFR Behavior0x101AE763Only for multi-GPU AFR setupsOff
Texture Filtering - LOD Bias Auto-Adjust (for SGSSAA)0x00638E8FActs only when sparse grid supersampling is onOff
rBAR - Enable on the global profile0x000F00BAThe README asks for profile-specific changesDisabled
Power Management - Mode at Prefer maximum performance on a laptop's global profile0x1057EB71Keeps the GPU at full speed for every program, which drains a laptop's batteryAdaptive, 0x00000000
WKS_MEMORY_ALLOCATION_POLICY_IDNone (raw driver name)A user reports it is gone after 2.4.0.9Single user report, issue #321, no maintainer reply

ReBAR belongs on one game at a time, and the ReBAR guide shows how to force it there.

Hidden and unknown settings in Profile Inspector

NVIDIA hidden settings are driver profile entries the Control Panel never shows. Profile Inspector exposes them, and the README warns that many are experimental, deprecated, tied to one driver version or undocumented by NVIDIA.

The filter button next to search (tooltip "Filter setting and value sources") lets you add sources beyond Common (CSN): Driver API, Driver Constants, Reference and Predefined Scan. The 115 named settings are the Common (CSN) source. The other sources add many more, shown by hex ID or a raw driver name, often with little or no description. Hidden rows also appear inside existing profiles, which is why a familiar game can show extra entries you never set.

Leave a row with no description alone unless you know exactly what it does. When a forum post tells you to change one of these secret settings, ask where the value came from. If you still want to try, export a backup first, test it on one game and undo it if nothing changes.

CustomSettingNames.xml and Reference.xml

CustomSettingNames.xml gives the common settings their names, groups, value lists and descriptions. Reference.xml holds a wider reference that adds the SLI and NVLINK and OpenGL groups.

Both files ship with the tool. You never need to download, replace or edit either one to use a value here. When a guide quotes a hex ID or a value code, these two files are where the tool gets it.

Minimum driver version for new settings

A missing row usually means an old driver. Each newer entry lists a minimum driver version in the XML, and on an older driver the tool hides that row.

SettingHex IDMinimum driverGroup
Ultra Low Latency - Enabled0x10835000430.0002
Frame Rate Limiter V30x10835002441.8702
Sharpening Filter - Enabled0x00598928441.8703
Smooth Motion - Enable0xB0D384C0571.8605
PhysX - Enable 32-bits GPU Acceleration (RTX 50)0x5067ECC4591.4407
Shader Cache - Pre-compile Shader Options0x00EAD189595.9707
0x000BFA21, not named in 3.0.2.1 (rBAR - Enable v2 in newer settings files)0x000BFA21616.5607

Install a current Game Ready driver first, then open the tool again. Values that change back on their own after an update are a different problem, covered under values that change back after a driver update.

Old v2 setting names and their v3 names

A 2.4-era guide still works if you match settings by hex ID. The hex ID is what the driver uses, so it stays the same when the label changes.

The 2.4.0.9 named list had six active groups: 1 Compatibility, 2 Sync and Refresh, 3 Antialiasing, 4 Texture Filtering, 5 Common and 6 SLI. The old 5 - Common catch-all split three ways. DLSS and Smooth Motion went to group 05. RTX HDR, ray tracing, ambient occlusion and Ansel went to 06. Shader cache, rBAR, threaded optimization, power, CUDA, the PhysX indicator and the OpenGL entries went to 07. No 3D Vision stereo entries are in the current named list.

The old names come from the settings file at tag 2.4.0.9.

Old name (2.4.0.9)Hex IDName nowGroup now
rBAR - Feature0x000F00BArBAR - Enable07
Shadercache - Cachesize0x00AC8497Shader Cache - Cache Size07
Shadercache - Enabled0x00198FFFShader Cache - Enabled07
Ansel - Enabled0x1075D972NVIDIA Ansel - Enabled06
Texture Filtering - Driver Controlled LOD Bias0x00638E8FTexture Filtering - LOD Bias Auto-Adjust (for SGSSAA)04

FAQ

Is there a best NVIDIA Profile Inspector settings file?

No shared file fits every PC. Importing someone else's .nip file restores or merges whole profiles at once, and values tuned for their game, driver and GPU can do nothing on yours. Export your own profiles first, so a single import can put everything back if the shared file causes trouble.

Should you use Optimal performance for power management?

Optimal performance (0x00000005) is a Power Management - Mode value in the tool's settings file, but NVIDIA's current Control Panel help does not describe it. NVIDIA documents only Adaptive (0x00000000) and Prefer maximum performance (0x00000001). Stay with one of those two on game profiles, where the effect is documented.

Should you copy a pro player's Profile Inspector settings?

Only row by row. A pro's driver values, when shared, are tuned to their own monitor, GPU and game, so the same list may do nothing on your PC. The tool writes the same driver values for anyone. Copy a setting from a pro or a streamer only when you know what it does and how to undo it.

Who wrote the setting descriptions in the tool?

The notes for release 3.0.1.11 (April 2026) say the settings rework brought "ai generated descriptions", a choice opened for debate in GitHub issue #423. Treat that text as a hint. Where NVIDIA documents a setting in its Control Panel help, read NVIDIA's wording before you rely on the tool's text.

Conclusion

Pick one goal from the table, set its row on the game's own profile, click Apply Changes and play a normal session before you judge the result. A row that moves nothing goes back to its undo value, and entries with no description stay at default. If DLSS is the lever you want for frame rate, learn what each DLSS preset letter means before you force one.