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**THE NVIDIA DRIVERS THREAD**

Nvcleanintall works on latest nv app installs?

Yep.

It will warn you of what you have to install to get NVApp working, which is more than with the old NVCP, but there is a stage where you can turn off the telemetry, if memory serves.
 
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Download Nvidia Profile Inspector-Revamped, Lets you enable/disable all sorts of stuff, G-Sync included - https://github.com/xHybred/NvidiaProfileInspectorRevamped

I've been using "Nvidia Profile Inspector-Revamped" specifically for a while now and love it. I tried to update to the latest build today, yet I noticed it says I'm on a really old build in the bottom right - v3.0.2.0

It should be v7.2.0.0. What's going on here? I'm usually not thick at this type of ****, but I'm totally stumped here, why can't I use the latest version? All you can do is run it from the folder you download, there is no 'install' or anything to 'uninstall'. It's essesntially a 'portable' app no? I tried deleting the NVPI folder in C Appdata/local but no joy. Still says I'm on this ancient version. Any ideas?
 
A temporarily leaked patch note for the next Nvidia driver highlighted ray reconstruction 4.5 being included, Driver most likely coming around Gamescom -

 
That article is incomplete, which isn't a surprise for xda developers quality these days.

Albeit a very brief mention os made, the proper advice is NOT to use a Frame Rate cap if you can avoid it and use nVidia Reflex as this will handle the capping itself in the most optimal, low latency way. If you can't use Reflex then a FPS cap should be used.
 
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Reflex is not supported by many games, especially older ones, so a cap is still needed. A cap and Reflex can coexist since Reflex takes priority when a game using it is launched anyway. Reflex is supposed to be there for all games supporting frame gen, but not all games with FG expose Reflex to the user which is annoying, but that is the way it is these days.
 
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I set a system wide cap of 117 in RTSS (my screen is 120Hz), but if a game has reflex I use that then it caps at 116fps in games. This system works really well for me (with gsync on, vsync on in global driver settings, vsync off in all games, as per)
 
Yeah reflex caps around 4fps below max refresh, RTSS frame latency is up to 1ms last I read in analysis reviews, that won't have changed at all, maybe even reduced actually as screens get better fresh rates and hardware has become faster generally. The universal accepted approach is RTSS as it's globally compatible whereas Nvidia driver method is almost as good but more tedious for realtime changing or disabling when testing things out in-game. RTSS has a keyboard shortcut you can toggle it on and off on the fly and you can also alt+tab to change the cap if desired like I do often to see the sweet spot for GPU fan noise vs framerates as I cap far below max refresh rate.
 
Not sure which Reddit thread I found this on, but as I understand it the formula Reflex LL uses is:-

Monitor refresh rate x Monitor refresh rate ÷ 4096 = result.

FPS cap = Monitor refresh rate - result (rounded up). e.g:

165x165/4096=6.6467 (7) 165-7=158
144x144/4096=5.0625 (6) 144-6=138
120x120/4096=3.5156 (4) 120-4=116

Please feel to let me know if I've got that all wrong.
 
Probably right, ultimately as long as it's at least a few fps below refresh then that's all that matters.
 
That article is incomplete, which isn't a surprise for xda developers quality these days.

Albeit a very brief mention os made, the proper advice is NOT to use a Frame Rate cap if you can avoid it and use nVidia Reflex as this will handle the capping itself in the most optimal, low latency way. If you can't use Reflex then a FPS cap should be used.
You don't even need reflex, just turn on Nvidia low latency in the driver and that will also cap you few % below max refresh rate. This predates reflex existence and has been an advice posted even by Nvidia devs for years before reflex was created.
 
You don't even need reflex, just turn on Nvidia low latency in the driver and that will also cap you few % below max refresh rate. This predates reflex existence and has been an advice posted even by Nvidia devs for years before reflex was created.
Yes but you would not use the LL over Reflex if Reflex is available. Not using the superior pipeline offered by Reflex would be ill advised.

LL isn't always guaranteed to cap FPS in all titles either.
 
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Edit*
Coipy pasting from the STALKER 2 thread...

I did some extended research and testing last night with Reflex, capping, latency etc thanks to the help of DLSS Enabler which has really good stats overlay showing each part of the latency pipeline end to end, alongside Steam's overlay stats in STALKER 2:


This game reacts really well to injecting MFG, I thought about testing it out to further lower GPU overhead and thus fan noise and reference against not only input latency but frame time queue and general pacing performance that could result in realistic or perceived "lag".

I then let Gemini analyse the DLSS Enabler metrics overlay on each screenshot:

Base settings in game: Epic preset / DLSS Quality / 4K output

FG disabled:
0x.jpg


2xFG:
2x.jpg


4xMFG:
4x.jpg



Gemini:
1787360908711.webp


The verdict at the end is bang on really, 4x is more than playable, but 2x is the best balance as 5ms latency introduction going from an average 95fps to a locked 120fps offers a noticeable motion experience with no perceptible introduction of mouse input latency.

I noted my preference for RTSS since it uses Reflex hook anyway so adds no additional latency into capping like the Nvidia control panel or NVapp driver level global cap does, Gemini said:
1787360919841.webp


An interesting test in an engine I wasn't expecting to fare so well with injecting a mod this way.

The takeaway from this is I learned having the max fps cap in the nvidia driver is not the most optimum way because that cap is applied at the end of the pipeline, not at the start which is where Reflex is doing its thing (and in turn RTSS with its Reflex hook).

So optimum usage is Gsync on + Vsync on for those who don't notice any OLED VRR flicker, for those who do on their displays, both off and set your framerate caps either ingame or with RTSS and have reflex on. This keeps end to end latency as low as possible and the GPU driver is not adding any extra ms into the render pipeline.

Nvidia low latency mode etc are obsoleted by Reflex so these legacy settings can be disregarded.

My optimum routine then is if a game offers a max fps cap and reflex as settings in the menu, then I have that set to 235fps/237fps and Reflex on, then RTSS is used to cap a lower fps is desired to control GPU noise/thermals etc. Nvidia driver global fps cap is now always off. I do not use Gsync on + Vsync on because on my OLED I notice VRR flicker, and am more than happy with how smooth things are with panning motion with a fixed refresh rate + manual cap instead.
 
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For anyone wanting to test the 2nd gen transformer model for ray reconstruction, You can grab all 3 x new DLSS dll's from the below google drive, They are from the Modern Warfare 4 beta which uses the new RR.

Not my google drive but a user shared it on the Nvidia sub Reddit, Use DLSS Tweaks to enable the overlay and it should say DLSS RR2 310.7.128 in the bottom left - https://drive.google.com/file/d/1U0vzzDDLZhNKW-Jj5XA6B_crE0NS3X3P/view

Likewise if you have access to the Modern Warfare 4 beta you can get them from there.

Looks very clean in Cyberpunk, Hogwarts Legacy and Spiderman 2.

In Nvidia Inspector, Or the Revamped fork, Go to the game's profile, Make sure DLSS-RR latest DLL is OFF and set the DLSS RR preset to F.

 
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For anyone wanting to test the 2nd gen transformer model for ray reconstruction, You can grab all 3 x new DLSS dll's from the below google drive, They are from the Modern Warfare 4 beta which uses the new RR.

Not my google drive but a user shared it on the Nvidia sub Reddit, Use DLSS Tweaks to enable the overlay and it should say DLSS RR2 310.7.128 in the bottom left - https://drive.google.com/file/d/1U0vzzDDLZhNKW-Jj5XA6B_crE0NS3X3P/view

Likewise if you have access to the Modern Warfare 4 beta you can get them from there.

Looks very clean in Cyberpunk, Hogwarts Legacy and Spiderman 2.


Great stuff, thanks for the heads up, was hoping there'd be a 'leak'.

I just tested in Crimson Desert, a game I've been wanting to try as it looks lovely with RR (preset D or E) but quite soft compared to non RR 'normal' DLSS preset K, L or M.

I can confirm it works - place the 3 nvngx DLL files in the relevant folder in the game, then in Nvidia Inspector (I'm using NVPI Revamped) go to the game's actual profile (Global does not work!), make sure DLSS-RR latest DLL is OFF, but set the DLSS RR preset to F.

If you then use the reg hack or DLSS Swapper to force on the DLSS full info in the bottom left when in game you can see it's using the right stuff - should say preset F, "voracious chow chow" (seriously!) etc etc, and then the 310.7.128 info as well.

It does look a bit sharper and generally better than before (Vs RR transformer model 1 preset E or D) in Crimson Desert though not tested properly. Still not as sharp as 'normal' non RR preset K on first glance though I don't think. I know the improvements mainly involve ghosting and motion stuff, but it's the softness that was really bothering me for RR model 1.
 
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Yes but you would not use the LL over Reflex if Reflex is available. Not using the superior pipeline offered by Reflex would be ill advised.

LL isn't always guaranteed to cap FPS in all titles either.
You can have both enabled and reflex takes over when it's enabled. What's more, reflex isn't any groundbreaking magic, it's a slight evolution of LL better integrated with game engine and that's really it. And I have never ever seen a single game (and I've run plenty over the years) that wouldn't cap it properly below max refresh rate; it just never happened to me - not in old games, not in new ones, not in indie, not in AAA. Ergo, from my experience, it never happens.
 
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