COUNTER-STRIKE 2 · NVIDIA · SINGLE SYSTEM
CS2: NVIDIA Low Latency Off vs Ultra
NVIDIA Low Latency Off versus Ultra with Reflex disabled: eight measured CS2 tests, frame timings and downloadable results.
Off had better 1% lows and p99 in this test
Median of four tests per settingUltra recorded a 10.16% lower median 1% low and a 7.76% higher p99 frame time. All four pairs favored Off for these metrics, with non-overlapping ranges. Median average FPS was 1.98% lower with Ultra, narrowly below the declared 2% decision threshold. This does not establish which setting has lower input latency.
Off: 192.24–192.51
Ultra: 187.93–190.10
B relative to A: -1.98%
Off: 84.04–85.64
Ultra: 74.74–79.09
B relative to A: -10.16%
Off: 10.20–10.39
Ultra: 10.43–11.24
B relative to A: +7.76%
Input latency: not measured. Input tracking was enabled, but no valid latency samples were captured. Missing values are not zero milliseconds. These frame-timing results cannot establish click-to-photon latency or a universal recommendation.
Every measured test
Download measurements CSV ↓Two warmups (A → B) precede four measured pairs: A → B, B → A, B → A, A → B. All eight measured tests were accepted on their first attempt; none were removed.
| Pass / pair | Setting | Average FPS | 1% low FPS | p99 ms | Frames |
|---|---|---|---|---|---|
| 3Pair 1 | Off | 192.49 | 85.64 | 10.21 | 11,549 |
| 4Pair 1 | Ultra | 188.88 | 75.63 | 10.86 | 11,333 |
| 5Pair 2 | Ultra | 187.93 | 77.15 | 11.24 | 11,276 |
| 6Pair 2 | Off | 192.51 | 85.53 | 10.20 | 11,551 |
| 7Pair 3 | Ultra | 188.47 | 74.74 | 11.18 | 11,309 |
| 8Pair 3 | Off | 192.24 | 84.04 | 10.25 | 11,535 |
| 9Pair 4 | Off | 192.49 | 84.54 | 10.39 | 11,549 |
| 10Pair 4 | Ultra | 190.10 | 79.09 | 10.43 | 11,406 |
Warmups and separate VProf results
VProf covers the full approximately 89-second benchmark. PresentMon covers a fixed 60-second subsection. Their absolute FPS values are not interchangeable; VProf P1 is distinct from PresentMon 1% low. Warmups are downloadable but never enter the charts.
| Pass | Setting | Purpose | VProf average FPS | VProf P1 |
|---|---|---|---|---|
| 1 | Off | Warmup | 371.30 | 112.60 |
| 2 | Ultra | Warmup | 365.10 | 115.20 |
| 3 | Off | Measured | 368.80 | 119.50 |
| 4 | Ultra | Measured | 363.60 | 108.10 |
| 5 | Ultra | Measured | 360.70 | 102.00 |
| 6 | Off | Measured | 372.00 | 107.50 |
| 7 | Ultra | Measured | 361.10 | 114.50 |
| 8 | Off | Measured | 368.00 | 120.50 |
| 9 | Off | Measured | 372.20 | 124.50 |
| 10 | Ultra | Measured | 364.80 | 125.40 |
Test setup & definitions
- CPU
- AMD Ryzen 5 7600X3D
- GPU
- NVIDIA GeForce RTX 4060
- Driver
- 32.0.16.1742
- OS
- Windows 11 Pro 10.0.26300
- CS2 build
- 25966348
- Scene
- FPSHeaven Ancient · workshop 3472126051
- Display
- 1440 × 1080 · 144 Hz · fullscreen
- Graphics
- 4× MSAA · NVIDIA Reflex disabled
- Windows
- High performance power plan · Game Mode on
- Capture
- PresentMon 2.6.0 · fixed60-offset10-v1
Only the CS2 application profile setting under test changed. The global NVIDIA profile was unchanged. The game relaunched for every pass, with a 5-second prelaunch wait and 15-second cooldown. The other tested NVIDIA setting remained fixed: Texture filtering quality = Quality.
Each PresentMon window begins 10 seconds after the observed VProf start and lasts exactly 60 seconds. Average FPS = 1,000 ÷ mean consecutive CPU frame-start interval (ms). 1% low = 1,000 ÷ mean of the slowest ceil(1%) intervals. p99 is the nearest-rank 99th percentile interval. These are frame-start timings, not physical input latency.
The declared decision rule requires a median difference of at least 2%, all four paired differences in the same direction, and non-overlapping observed ranges. Failing this rule does not prove equivalence or statistical significance.
See the PresentMon measurement documentation.
Data quality & downloads
All 20 PresentMon windows in the combined two-setting session were independently recomputed from frame data; all 20 VProf logs were reparsed. All tests used one dominant presentation chain. Sampled foreground checks had a maximum observation gap of 127.24 ms; benchmark-boundary uncertainty was at most 277.67 ms. Sampling cannot exclude events between observations.
The complete session finished with restoration verified: original CFG hashes and attributes and NVIDIA settings matched their starting state; collectors completed and no cleanup errors remained. Whole-GPU power readings were unavailable, so this report makes no power-saving claim.
- One PC, one CS2 build, one synthetic scene and four measured repeats per setting; results do not predict every match or system.
- No valid input-latency samples were captured. Missing latency is not zero milliseconds.
- Fullscreen is the configured mode; independent-flip presentation does not establish exclusive fullscreen.
- Steam Performance Monitor was off. Non-windowed OS-managed Game Bar hosts were allowed; this is not a zero-background-process claim.
- No outlier removal or automatic retry was used in this completed series.
- The 2% decision threshold is an operational rule, not a statistical confidence interval.
Downloads contain only allowlisted derived measurements, including warmups. Private captures, device paths, game configuration contents and account information remain local.