COUNTER-STRIKE 2 · NVIDIA · SINGLE SYSTEM
CS2: NVIDIA Texture Quality vs High Performance
NVIDIA texture filtering Quality versus High performance: eight measured CS2 tests, paired frame timings and downloadable results.
No clear performance advantage in this test
Median of four tests per settingHigh performance recorded a 0.23% lower median average FPS, a 1.69% lower 1% low and a 0.11% lower p99 frame time. All three metrics had overlapping ranges and mixed paired directions. None met the declared decision rule. Image quality was not evaluated.
Quality: 191.53–194.23
High performance: 192.13–194.72
B relative to A: -0.23%
Quality: 83.00–87.68
High performance: 83.29–85.53
B relative to A: -1.69%
Quality: 9.87–10.59
High performance: 10.22–10.63
B relative to A: -0.11%
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 |
|---|---|---|---|---|---|
| 13Pair 1 | Quality | 194.23 | 87.68 | 9.87 | 11,654 |
| 14Pair 1 | High performance | 192.13 | 83.67 | 10.63 | 11,528 |
| 15Pair 2 | High performance | 194.72 | 83.29 | 10.28 | 11,683 |
| 16Pair 2 | Quality | 193.82 | 84.35 | 10.52 | 11,629 |
| 17Pair 3 | High performance | 192.74 | 83.62 | 10.25 | 11,565 |
| 18Pair 3 | Quality | 191.53 | 83.00 | 10.59 | 11,492 |
| 19Pair 4 | Quality | 192.64 | 85.82 | 10.03 | 11,559 |
| 20Pair 4 | High performance | 192.81 | 85.53 | 10.22 | 11,568 |
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 |
|---|---|---|---|---|
| 11 | Quality | Warmup | 373.40 | 114.70 |
| 12 | High performance | Warmup | 368.80 | 117.80 |
| 13 | Quality | Measured | 371.30 | 119.90 |
| 14 | High performance | Measured | 369.90 | 124.20 |
| 15 | High performance | Measured | 374.10 | 104.40 |
| 16 | Quality | Measured | 373.40 | 108.60 |
| 17 | High performance | Measured | 368.10 | 125.40 |
| 18 | Quality | Measured | 363.50 | 111.70 |
| 19 | Quality | Measured | 372.40 | 119.30 |
| 20 | High performance | Measured | 368.70 | 123.70 |
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: Low Latency Mode = Off.
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.