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    <title>DEV Community: Izanagi</title>
    <description>The latest articles on DEV Community by Izanagi (@izanagiop).</description>
    <link>https://dev.to/izanagiop</link>
    <image>
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      <title>DEV Community: Izanagi</title>
      <link>https://dev.to/izanagiop</link>
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    <language>en</language>
    <item>
      <title>OnePlus and high refresh rate monitors: Windows configuration</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Fri, 25 Sep 2026 10:00:17 +0000</pubDate>
      <link>https://dev.to/izanagiop/oneplus-and-high-refresh-rate-monitors-windows-configuration-5gh3</link>
      <guid>https://dev.to/izanagiop/oneplus-and-high-refresh-rate-monitors-windows-configuration-5gh3</guid>
      <description>&lt;p&gt;High refresh rate monitors (144hz, 240hz, 360hz) require correct Windows configuration to run at full speed. Here's what to check.&lt;/p&gt;

&lt;h2&gt;
  
  
  Verify your monitor is actually at its rated refresh rate
&lt;/h2&gt;

&lt;p&gt;Right-click desktop → Display settings → Advanced display settings → check "Refresh rate".&lt;/p&gt;

&lt;p&gt;Or: nvidia-smi / AMD Radeon Software shows current display mode.&lt;/p&gt;

&lt;p&gt;Common issue: monitors default to 60hz in Windows. You must manually select the higher rate.&lt;/p&gt;

&lt;h2&gt;
  
  
  Cable matters
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;DisplayPort&lt;/strong&gt;: supports 144hz+ at 1080p and 1440p easily. Use DP 1.4 for 4K 144hz.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;HDMI&lt;/strong&gt;: version matters. HDMI 2.0 supports 1080p 240hz, 1440p 144hz. HDMI 2.1 supports 4K 144hz. Many monitors ship with HDMI 2.0 cables that can't do the full spec.&lt;/p&gt;

&lt;p&gt;If you're not hitting rated refresh rate, try a different cable or port.&lt;/p&gt;

&lt;h2&gt;
  
  
  Custom resolution utility
&lt;/h2&gt;

&lt;p&gt;For monitors where Windows doesn't offer all supported modes, use Custom Resolution Utility (CRU) to add the correct timing.&lt;/p&gt;

&lt;h2&gt;
  
  
  DPI scaling
&lt;/h2&gt;

&lt;p&gt;Windows DPI scaling at 150% or 200% can affect how games render. For competitive gaming, 100% DPI scaling is recommended — no additional scaling pass.&lt;/p&gt;

&lt;h2&gt;
  
  
  Frame cap placement
&lt;/h2&gt;

&lt;p&gt;Cap FPS at your monitor's exact refresh rate for VSync, or 3-5 below for G-Sync/FreeSync. Don't cap above refresh rate if you're using any form of VSync.&lt;/p&gt;

&lt;h2&gt;
  
  
  1ms response time marketing
&lt;/h2&gt;

&lt;p&gt;Panel response time (GtG) is different from input lag. A "1ms" monitor can still have 5-10ms of total input lag from processing. Check HDTVTest or Rtings for actual measured input lag.&lt;/p&gt;

&lt;p&gt;Full display configuration guide at &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gaming</category>
      <category>windows</category>
      <category>display</category>
      <category>performance</category>
    </item>
    <item>
      <title>Spray control in CS2: the system settings that affect it</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Thu, 24 Sep 2026 10:00:15 +0000</pubDate>
      <link>https://dev.to/izanagiop/spray-control-in-cs2-the-system-settings-that-affect-it-525n</link>
      <guid>https://dev.to/izanagiop/spray-control-in-cs2-the-system-settings-that-affect-it-525n</guid>
      <description>&lt;p&gt;Spray control in CS2 isn't just muscle memory — it's affected by frame timing consistency and input latency. Here's what Windows settings influence it.&lt;/p&gt;

&lt;h2&gt;
  
  
  Frame timing and spray
&lt;/h2&gt;

&lt;p&gt;CS2 calculates bullet spread based on time elapsed between shots. Inconsistent frame timing means the game's internal clock ticks unevenly, which can affect spread calculation timing.&lt;/p&gt;

&lt;p&gt;Consistent frame times require:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;MPO disabled (OverlayTestMode=5) — eliminates frame pacing from DWM&lt;/li&gt;
&lt;li&gt;Win32PrioritySeparation=38 — consistent scheduling quanta&lt;/li&gt;
&lt;li&gt;Ultimate Performance plan — no frequency drops between shots&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Mouse input during spray
&lt;/h2&gt;

&lt;p&gt;During a spray, you're counter-strafing and adjusting aim simultaneously. Consistent mouse input matters:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Pointer Precision off (no acceleration curve)&lt;/li&gt;
&lt;li&gt;SmoothMouseXCurve/SmoothMouseYCurve removed&lt;/li&gt;
&lt;li&gt;1000hz polling minimum&lt;/li&gt;
&lt;li&gt;USB interrupt moderation off on your NIC (reduces competition for interrupt handling)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Server tick and spray
&lt;/h2&gt;

&lt;p&gt;On 64-tick Valve servers, the server processes your spray at 64hz — one update per 15.6ms. Sub-tick improves this but the fundamental rhythm of spray control was designed around 64-tick behavior.&lt;/p&gt;

&lt;p&gt;Consistent client FPS above 128 gives you more input samples per server tick, improving how precisely your counter-spray is registered.&lt;/p&gt;

&lt;h2&gt;
  
  
  Recoil script detection
&lt;/h2&gt;

&lt;p&gt;Vanguard and VAC monitor for recoil scripts (automated mouse movement to compensate spray). System-level mouse tweaks (raw input, no acceleration) are explicitly legal and don't affect anti-cheat.&lt;/p&gt;

&lt;p&gt;CS2-specific optimization pack at &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>cs2</category>
      <category>gaming</category>
      <category>windows</category>
      <category>performance</category>
    </item>
    <item>
      <title>Per-application GPU settings in Windows: the DXGI and WDM layer</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Wed, 23 Sep 2026 10:00:15 +0000</pubDate>
      <link>https://dev.to/izanagiop/per-application-gpu-settings-in-windows-the-dxgi-and-wdm-layer-4nd4</link>
      <guid>https://dev.to/izanagiop/per-application-gpu-settings-in-windows-the-dxgi-and-wdm-layer-4nd4</guid>
      <description>&lt;p&gt;Between your game's DirectX calls and the GPU silicon, Windows has two layers: DXGI (DirectX Graphics Infrastructure) and WDM (Windows Display Model). Understanding these layers helps you apply the right tweaks.&lt;/p&gt;

&lt;h2&gt;
  
  
  DXGI
&lt;/h2&gt;

&lt;p&gt;DXGI manages the swap chain — the queue of rendered frames waiting to be displayed. Key settings:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;MaxFrameLatency&lt;/strong&gt;: how many frames can be queued ahead of display. Default is 3. Setting to 1 reduces render-to-display delay:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight ini"&gt;&lt;code&gt;&lt;span class="err"&gt;HKLM\SOFTWARE\Microsoft\DirectX&lt;/span&gt;
&lt;span class="py"&gt;MaxFrameLatency&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;1&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Flip model&lt;/strong&gt;: DX12 and modern DX11 games use flip presentation (more efficient than legacy blit). No registry change needed — it's default when you use the right DXGI flags in code.&lt;/p&gt;

&lt;h2&gt;
  
  
  WDM / DWM
&lt;/h2&gt;

&lt;p&gt;The Windows Display Model routes all rendering through the Desktop Window Manager compositor. Even exclusive fullscreen goes through DWM in modern Windows.&lt;/p&gt;

&lt;p&gt;DWM settings:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight ini"&gt;&lt;code&gt;&lt;span class="c"&gt;; Timer interval for DWM compositing
&lt;/span&gt;&lt;span class="err"&gt;HKCU\Software\Microsoft\Windows\DWM&lt;/span&gt;
&lt;span class="py"&gt;MMCSSSchedulingCategory&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;High&lt;/span&gt;
&lt;span class="py"&gt;Latency&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;1&lt;/span&gt;

&lt;span class="c"&gt;; Disable MPO (most impactful DWM tweak)
&lt;/span&gt;&lt;span class="py"&gt;OverlayTestMode&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;5&lt;/span&gt;

&lt;span class="c"&gt;; Disable transparency effects
&lt;/span&gt;&lt;span class="py"&gt;ColorPrevalence&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;0&lt;/span&gt;
&lt;span class="py"&gt;EnableAeroPeek&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;0&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  GPU scheduler (VRAM)
&lt;/h2&gt;

&lt;p&gt;HAGS (HwSchMode=2) moves VRAM scheduling to the GPU. On NVIDIA, this generally helps. On AMD Navi, disable.&lt;/p&gt;

&lt;h2&gt;
  
  
  Per-process GPU settings via IFEO
&lt;/h2&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight ini"&gt;&lt;code&gt;&lt;span class="err"&gt;HKLM\SOFTWARE\Microsoft\Windows&lt;/span&gt; &lt;span class="err"&gt;NT\CurrentVersion\Image&lt;/span&gt; &lt;span class="err"&gt;File&lt;/span&gt; &lt;span class="err"&gt;Execution&lt;/span&gt; &lt;span class="err"&gt;Options\game.exe\PerfOptions&lt;/span&gt;
&lt;span class="py"&gt;GpuPriority&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;8&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;These settings work at the driver level before any DXGI/WDM involvement.&lt;/p&gt;

&lt;p&gt;Full GPU configuration at &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>windows</category>
      <category>gpu</category>
      <category>gaming</category>
      <category>performance</category>
    </item>
    <item>
      <title>Reducing Windows RAM usage for gaming: what actually works</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Tue, 22 Sep 2026 10:00:13 +0000</pubDate>
      <link>https://dev.to/izanagiop/reducing-windows-ram-usage-for-gaming-what-actually-works-4khf</link>
      <guid>https://dev.to/izanagiop/reducing-windows-ram-usage-for-gaming-what-actually-works-4khf</guid>
      <description>&lt;p&gt;Windows itself uses 2-4GB of RAM at idle. For gaming on 8GB systems, every MB matters. Here's how to reduce Windows baseline RAM usage legitimately.&lt;/p&gt;

&lt;h2&gt;
  
  
  What uses RAM at idle
&lt;/h2&gt;

&lt;p&gt;Open Task Manager → Performance → Memory → Open Resource Monitor.&lt;/p&gt;

&lt;p&gt;Typical culprits:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Antimalware Service Executable&lt;/strong&gt;: Windows Defender. 200-500MB.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;SysMain&lt;/strong&gt;: prefetch service. 100-300MB.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Windows Search&lt;/strong&gt;: indexer. 100-200MB.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Browser&lt;/strong&gt;: even minimized Chrome holds 500MB-2GB.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Discord&lt;/strong&gt;: 300-500MB (Electron).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Xbox App, Xbox Identity Provider&lt;/strong&gt;: often pre-installed. Rarely needed.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  What to disable
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;SysMain&lt;/strong&gt; (if on SSD):&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight batchfile"&gt;&lt;code&gt;&lt;span class="nb"&gt;sc&lt;/span&gt; &lt;span class="kd"&gt;config&lt;/span&gt; &lt;span class="kd"&gt;SysMain&lt;/span&gt; &lt;span class="nb"&gt;start&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kd"&gt;disabled&lt;/span&gt;
&lt;span class="nb"&gt;net&lt;/span&gt; &lt;span class="kd"&gt;stop&lt;/span&gt; &lt;span class="kd"&gt;SysMain&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Windows Search&lt;/strong&gt;:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight batchfile"&gt;&lt;code&gt;&lt;span class="nb"&gt;sc&lt;/span&gt; &lt;span class="kd"&gt;config&lt;/span&gt; &lt;span class="kd"&gt;WSearch&lt;/span&gt; &lt;span class="nb"&gt;start&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kd"&gt;disabled&lt;/span&gt;
&lt;span class="nb"&gt;net&lt;/span&gt; &lt;span class="kd"&gt;stop&lt;/span&gt; &lt;span class="kd"&gt;WSearch&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Xbox services&lt;/strong&gt; (if unused):&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight batchfile"&gt;&lt;code&gt;&lt;span class="nb"&gt;sc&lt;/span&gt; &lt;span class="kd"&gt;config&lt;/span&gt; &lt;span class="kd"&gt;XblAuthManager&lt;/span&gt; &lt;span class="nb"&gt;start&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kd"&gt;disabled&lt;/span&gt;
&lt;span class="nb"&gt;sc&lt;/span&gt; &lt;span class="kd"&gt;config&lt;/span&gt; &lt;span class="kd"&gt;XblGameSave&lt;/span&gt; &lt;span class="nb"&gt;start&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kd"&gt;disabled&lt;/span&gt;
&lt;span class="nb"&gt;sc&lt;/span&gt; &lt;span class="kd"&gt;config&lt;/span&gt; &lt;span class="kd"&gt;XboxNetApiSvc&lt;/span&gt; &lt;span class="nb"&gt;start&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kd"&gt;disabled&lt;/span&gt;
&lt;span class="nb"&gt;sc&lt;/span&gt; &lt;span class="kd"&gt;config&lt;/span&gt; &lt;span class="kd"&gt;XboxGipSvc&lt;/span&gt; &lt;span class="nb"&gt;start&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kd"&gt;disabled&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Browser RAM
&lt;/h2&gt;

&lt;p&gt;Before gaming, close browser or use a profile with no tabs. Chrome with 10 tabs = 1-2GB. That's RAM your game doesn't have.&lt;/p&gt;

&lt;h2&gt;
  
  
  Standby memory
&lt;/h2&gt;

&lt;p&gt;Windows uses free RAM for disk cache (standby memory). This isn't wasted — it gets released immediately when needed. High RAM usage in Task Manager that drops when you launch a game is normal standby behavior.&lt;/p&gt;

&lt;h2&gt;
  
  
  Reality check
&lt;/h2&gt;

&lt;p&gt;On 16GB+ systems, Windows baseline RAM usage doesn't meaningfully affect gaming. Focus here only if you're on 8GB.&lt;/p&gt;

&lt;p&gt;IzanagiOP disables SysMain, WSearch, and Xbox services in Aggressive Optimizations. &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>windows</category>
      <category>ram</category>
      <category>gaming</category>
      <category>performance</category>
    </item>
    <item>
      <title>Windows 11 vs Windows 10 for gaming in 2026</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Mon, 21 Sep 2026 10:00:09 +0000</pubDate>
      <link>https://dev.to/izanagiop/windows-11-vs-windows-10-for-gaming-in-2026-2k1c</link>
      <guid>https://dev.to/izanagiop/windows-11-vs-windows-10-for-gaming-in-2026-2k1c</guid>
      <description>&lt;p&gt;The Windows 10 end-of-life (October 2025) has pushed many gamers to Windows 11. Here's an honest comparison of gaming performance between the two.&lt;/p&gt;

&lt;h2&gt;
  
  
  What Windows 11 changed that matters for gaming
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;DirectStorage&lt;/strong&gt;: Windows 11 has better DirectStorage support. For games that use it (Microsoft Flight Simulator 2024, and future titles), Windows 11 gives faster asset loading.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Auto HDR&lt;/strong&gt;: Windows 11 adds HDR to SDR games automatically. Mixed results — some games look better, some look washed out. Can be disabled.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Variable Refresh Rate in windowed mode&lt;/strong&gt;: Windows 11 supports VRR in windowed mode, not just fullscreen. Better for windowed gaming setups.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;TPM 2.0 and Secure Boot requirement&lt;/strong&gt;: Windows 11 requires these, which enables some additional security features. Minimal gaming performance impact.&lt;/p&gt;

&lt;h2&gt;
  
  
  What stayed the same
&lt;/h2&gt;

&lt;p&gt;The kernel scheduler, memory management, DirectX implementation, and most performance-relevant subsystems are essentially the same between Win10 22H2 and Win11 23H2/24H2.&lt;/p&gt;

&lt;p&gt;Registry tweaks, MMCSS configuration, power plan settings, process priority — all work identically on both.&lt;/p&gt;

&lt;h2&gt;
  
  
  Win11-specific issues (mostly resolved)
&lt;/h2&gt;

&lt;p&gt;Early Windows 11 had a CPPC2 bug that caused Ryzen scheduling to prefer the wrong cores. Fixed in updates. Early L3 cache latency regression on Ryzen — also fixed.&lt;/p&gt;

&lt;h2&gt;
  
  
  Recommendation
&lt;/h2&gt;

&lt;p&gt;If you're on Win10 and it's working well, stay until you have a reason to move. If you're building fresh or already on Win11, it's fine — apply the same optimization stack.&lt;/p&gt;

&lt;p&gt;All IzanagiOP tweaks work on both Windows 10 and 11. &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>windows</category>
      <category>gaming</category>
      <category>performance</category>
      <category>tutorial</category>
    </item>
    <item>
      <title>How to benchmark your gaming PC properly: tools and methodology</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Sun, 20 Sep 2026 10:00:09 +0000</pubDate>
      <link>https://dev.to/izanagiop/how-to-benchmark-your-gaming-pc-properly-tools-and-methodology-2f6h</link>
      <guid>https://dev.to/izanagiop/how-to-benchmark-your-gaming-pc-properly-tools-and-methodology-2f6h</guid>
      <description>&lt;p&gt;Before and after applying Windows optimizations, you need reliable benchmarks to measure the difference. Here's how to get consistent, meaningful numbers.&lt;/p&gt;

&lt;h2&gt;
  
  
  The problem with casual benchmarking
&lt;/h2&gt;

&lt;p&gt;Running a game, looking at FPS counter for a minute, and declaring "it's better" is unreliable. Natural variation between sessions (server load, Windows background activity, different in-game scenarios) creates noise that hides real differences.&lt;/p&gt;

&lt;h2&gt;
  
  
  Reliable benchmark methodology
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;1. Same scenario every time&lt;/strong&gt;: record a fixed route in the game, play it back. Many games have built-in benchmarks — use them. CS2 has &lt;code&gt;timedemo&lt;/code&gt;, most racing games have a benchmark track.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;2. Multiple runs&lt;/strong&gt;: run the same benchmark 3 times, discard outliers, average the rest.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3. Wait for thermal stability&lt;/strong&gt;: run the benchmark once as a warmup, then measure. Cold CPU/GPU benchmarks lower than sustained performance.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;4. Close everything&lt;/strong&gt;: same set of applications running each time. No browser, no Discord, no background apps.&lt;/p&gt;

&lt;h2&gt;
  
  
  Tools
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;FrameView&lt;/strong&gt; (NVIDIA, free): logs frame times, GPU/CPU utilization, render latency to CSV. Best for detailed analysis.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;CapFrameX&lt;/strong&gt; (free, open source): captures frame times, generates statistics, supports comparison between captures.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;HWiNFO64&lt;/strong&gt;: hardware monitoring for temperature and clock speed during benchmark.&lt;/p&gt;

&lt;h2&gt;
  
  
  What to measure
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Average FPS (1% low is more important)&lt;/li&gt;
&lt;li&gt;1% low FPS&lt;/li&gt;
&lt;li&gt;0.1% low FPS&lt;/li&gt;
&lt;li&gt;GPU utilization (tells you if GPU or CPU limited)&lt;/li&gt;
&lt;li&gt;Frame time graph (shows consistency)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Comparing before/after
&lt;/h2&gt;

&lt;p&gt;Use the same benchmark, same settings, same time of day. Log results. A 5% FPS change is meaningful. Perceived smoothness from reduced 1% lows is also meaningful even if average FPS is similar.&lt;/p&gt;

&lt;p&gt;IzanagiOP improves 1% lows and frame consistency more than average FPS. Measure accordingly. &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gaming</category>
      <category>windows</category>
      <category>performance</category>
      <category>tutorial</category>
    </item>
    <item>
      <title>Escape from Tarkov optimization: the most demanding FPS in Windows config</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Sat, 19 Sep 2026 10:00:08 +0000</pubDate>
      <link>https://dev.to/izanagiop/escape-from-tarkov-optimization-the-most-demanding-fps-in-windows-config-3cfo</link>
      <guid>https://dev.to/izanagiop/escape-from-tarkov-optimization-the-most-demanding-fps-in-windows-config-3cfo</guid>
      <description>&lt;p&gt;Escape from Tarkov is one of the most CPU and RAM intensive games available. The Unity engine, large maps, and complex simulation make it uniquely demanding. Standard Windows tweaks help significantly here.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why Tarkov is different
&lt;/h2&gt;

&lt;p&gt;Tarkov simulates every item, player, and AI on the entire map simultaneously. The CPU is doing more work per frame than most games. It's single-threaded for most logic, meaning one core does the heavy lifting.&lt;/p&gt;

&lt;h2&gt;
  
  
  RAM requirements
&lt;/h2&gt;

&lt;p&gt;16GB is the minimum. 32GB is recommended. Tarkov has memory leaks that accumulate over a raid — performance degrades over time in longer raids.&lt;/p&gt;

&lt;p&gt;Disable memory compression (if you have 32GB+):&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight powershell"&gt;&lt;code&gt;&lt;span class="n"&gt;Disable-MMAgent&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nt"&gt;-mc&lt;/span&gt;&lt;span class="w"&gt;
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Fixed pagefile at 16GB minimum — Tarkov's virtual memory usage is enormous.&lt;/p&gt;

&lt;h2&gt;
  
  
  CPU priority
&lt;/h2&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight properties"&gt;&lt;code&gt;&lt;span class="err"&gt;HKLM\SOFTWARE\Microsoft\Windows&lt;/span&gt; &lt;span class="err"&gt;NT\CurrentVersion\Image&lt;/span&gt; &lt;span class="err"&gt;File&lt;/span&gt; &lt;span class="err"&gt;Execution&lt;/span&gt; &lt;span class="err"&gt;Options\EscapeFromTarkov.exe\PerfOptions&lt;/span&gt;
&lt;span class="py"&gt;CpuPriorityClass&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;3&lt;/span&gt;
&lt;span class="py"&gt;IoPriority&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;3&lt;/span&gt;
&lt;span class="py"&gt;GpuPriority&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;8&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Disable background services completely
&lt;/h2&gt;

&lt;p&gt;Tarkov taxes the CPU so heavily that even minor background overhead is visible. Before raiding, manually stop:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight batchfile"&gt;&lt;code&gt;&lt;span class="nb"&gt;net&lt;/span&gt; &lt;span class="kd"&gt;stop&lt;/span&gt; &lt;span class="kd"&gt;SysMain&lt;/span&gt;
&lt;span class="nb"&gt;net&lt;/span&gt; &lt;span class="kd"&gt;stop&lt;/span&gt; &lt;span class="kd"&gt;WSearch&lt;/span&gt;
&lt;span class="nb"&gt;net&lt;/span&gt; &lt;span class="kd"&gt;stop&lt;/span&gt; &lt;span class="kd"&gt;DiagTrack&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Shader compilation
&lt;/h2&gt;

&lt;p&gt;Tarkov pre-compiles shaders on game start. First launch takes several minutes. Ensure shaders compile fully before entering a raid — incomplete compilation causes severe in-raid stutters.&lt;/p&gt;

&lt;h2&gt;
  
  
  Stutters at raid start
&lt;/h2&gt;

&lt;p&gt;The first minute of a raid is always heavy — AI spawning, loot generating, other players loading. Normal behavior, not fixable with Windows tweaks.&lt;/p&gt;

&lt;p&gt;Full optimization for Tarkov at &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gaming</category>
      <category>tarkov</category>
      <category>windows</category>
      <category>performance</category>
    </item>
    <item>
      <title>Ping spikes every few seconds: causes and diagnosis</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Fri, 18 Sep 2026 10:00:07 +0000</pubDate>
      <link>https://dev.to/izanagiop/ping-spikes-every-few-seconds-causes-and-diagnosis-49o2</link>
      <guid>https://dev.to/izanagiop/ping-spikes-every-few-seconds-causes-and-diagnosis-49o2</guid>
      <description>&lt;p&gt;Periodic ping spikes — 20ms normally, then 200ms for a second, back to 20ms — are different from consistently high ping. Here's a systematic approach to finding the cause.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 1: isolate to your PC or your network
&lt;/h2&gt;

&lt;p&gt;Run a continuous ping to your router (not the game server):&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight console"&gt;&lt;code&gt;&lt;span class="go"&gt;ping -t 192.168.1.1
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;(replace with your router IP)&lt;/p&gt;

&lt;p&gt;If this ping is clean (no spikes), the issue is upstream (ISP or server).&lt;br&gt;
If this ping also spikes, the issue is local — your PC or router.&lt;/p&gt;

&lt;h2&gt;
  
  
  Common local causes
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Windows Update background download&lt;/strong&gt;: check Task Manager → Network tab during a spike. If Windows Update services show high network usage, that's the cause. Pause updates.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Antivirus cloud lookup&lt;/strong&gt;: real-time AV sends file hashes to cloud for verification. Can cause 100-500ms spikes when a new file is encountered.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NIC power management&lt;/strong&gt;: the NIC entering a low-power state causes a reconnect delay. Disable power management on the NIC in Device Manager.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;USB interference&lt;/strong&gt;: a USB device reconnecting (USB power management) can cause a brief NIC interrupt delay on shared controllers.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;DNS&lt;/strong&gt;: periodic DNS cache expiry causes a new lookup. This looks like a ping spike to the game server but is actually DNS latency.&lt;/p&gt;

&lt;h2&gt;
  
  
  Network driver
&lt;/h2&gt;

&lt;p&gt;Outdated NIC drivers are a common cause of periodic spikes. Update from manufacturer's website (not Windows Update which often has older versions).&lt;/p&gt;

&lt;h2&gt;
  
  
  Measuring
&lt;/h2&gt;

&lt;p&gt;PingPlotter (free tier) shows ping history graphically. Run it to your game server for 30 minutes while gaming to see when spikes occur and what the pattern is.&lt;/p&gt;

&lt;p&gt;IzanagiOP addresses NIC power management, USB selective suspend, and DNS cache settings. &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gaming</category>
      <category>networking</category>
      <category>windows</category>
      <category>troubleshooting</category>
    </item>
    <item>
      <title>Reinstalling Windows for gaming: what to keep, what to skip</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Thu, 17 Sep 2026 10:00:06 +0000</pubDate>
      <link>https://dev.to/izanagiop/reinstalling-windows-for-gaming-what-to-keep-what-to-skip-2c1g</link>
      <guid>https://dev.to/izanagiop/reinstalling-windows-for-gaming-what-to-keep-what-to-skip-2c1g</guid>
      <description>&lt;p&gt;A clean Windows install is the nuclear option for performance issues. Here's how to do it right — and what to reinstall in what order.&lt;/p&gt;

&lt;h2&gt;
  
  
  When a reinstall is actually worth it
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;System has accumulated years of software junk, half-uninstalled apps, broken drivers&lt;/li&gt;
&lt;li&gt;Average FPS is significantly below what hardware should deliver and no tweak helps&lt;/li&gt;
&lt;li&gt;Boot times are over 60 seconds on SSD&lt;/li&gt;
&lt;li&gt;Frequent BSODs that don't correlate with specific hardware&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If your system is less than 2 years old and you've maintained it reasonably, a reinstall probably won't help. Start with optimization first.&lt;/p&gt;

&lt;h2&gt;
  
  
  Installation order that matters
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Windows&lt;/strong&gt; (fresh, not upgrade)&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Motherboard drivers&lt;/strong&gt; (chipset, audio, LAN) — before GPU driver&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;GPU driver&lt;/strong&gt; — DDU (Display Driver Uninstaller) first if you have an old driver on the new install&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;DirectX, Visual C++ Redistributables&lt;/strong&gt; — most game installers handle this&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Games&lt;/strong&gt; — after drivers are stable&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Don't install peripheral software (G Hub, Synapse, iCUE) until you've confirmed gaming is stable. Add one thing at a time.&lt;/p&gt;

&lt;h2&gt;
  
  
  Post-install optimization order
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Power plan → Ultimate Performance&lt;/li&gt;
&lt;li&gt;Visual FX → Best Performance&lt;/li&gt;
&lt;li&gt;Fast Startup → disable&lt;/li&gt;
&lt;li&gt;Windows Update → run all updates, then pause&lt;/li&gt;
&lt;li&gt;Apply registry tweaks (or use IzanagiOP)&lt;/li&gt;
&lt;li&gt;Install games&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  What not to reinstall
&lt;/h2&gt;

&lt;p&gt;Anything you don't actively use. Every installed application adds startup entries, services, and file system overhead.&lt;/p&gt;

&lt;p&gt;Full post-install optimization checklist at &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>windows</category>
      <category>gaming</category>
      <category>tutorial</category>
      <category>performance</category>
    </item>
    <item>
      <title>Network jitter in online games: causes and fixes</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Wed, 16 Sep 2026 10:00:05 +0000</pubDate>
      <link>https://dev.to/izanagiop/network-jitter-in-online-games-causes-and-fixes-bpd</link>
      <guid>https://dev.to/izanagiop/network-jitter-in-online-games-causes-and-fixes-bpd</guid>
      <description>&lt;p&gt;Jitter is variation in your ping over time. A consistent 50ms ping is better than a ping that fluctuates between 20ms and 80ms. Here's what causes jitter and how to reduce it.&lt;/p&gt;

&lt;h2&gt;
  
  
  What causes network jitter
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Router QoS&lt;/strong&gt;: if your router doesn't prioritize game traffic, a large download can spike your ping from 20ms to 200ms instantly. Enable QoS on your router, prioritize UDP game ports.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NIC interrupt moderation&lt;/strong&gt;: your network card batches incoming packets before triggering an interrupt. This creates uneven packet delivery timing — packets arrive in clusters rather than steadily. Disabling interrupt moderation makes delivery more consistent.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Windows network stack buffering&lt;/strong&gt;: AFD (Ancillary Function Driver) buffers introduce artificial variation. Tuning buffer sizes reduces this.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;ISP bufferbloat&lt;/strong&gt;: your ISP's routing equipment has large buffers that create variable latency under load. Test with DSLReports bufferbloat test. If bad, use an SQM-capable router.&lt;/p&gt;

&lt;h2&gt;
  
  
  Windows-side fixes for jitter
&lt;/h2&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight ini"&gt;&lt;code&gt;&lt;span class="c"&gt;; Disable Nagle
&lt;/span&gt;&lt;span class="err"&gt;HKLM\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters&lt;/span&gt;
&lt;span class="py"&gt;TCPNoDelay&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;1&lt;/span&gt;
&lt;span class="py"&gt;TcpAckFrequency&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;1&lt;/span&gt;

&lt;span class="c"&gt;; AFD buffer tuning
&lt;/span&gt;&lt;span class="err"&gt;HKLM\SYSTEM\CurrentControlSet\Services\AFD\Parameters&lt;/span&gt;
&lt;span class="py"&gt;FastSendDatagramThreshold&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;1024&lt;/span&gt;
&lt;span class="py"&gt;FastCopyReceiveThreshold&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;1024&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;NIC interrupt moderation: Device Manager → your NIC → Advanced → Interrupt Moderation → Disabled.&lt;/p&gt;

&lt;h2&gt;
  
  
  Measuring jitter
&lt;/h2&gt;

&lt;p&gt;Ping your game server repeatedly and look at the variance, not just the average:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight batchfile"&gt;&lt;code&gt;&lt;span class="nb"&gt;ping&lt;/span&gt; &lt;span class="na"&gt;-n &lt;/span&gt;&lt;span class="m"&gt;100&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kd"&gt;server&lt;/span&gt;&lt;span class="na"&gt;-ip&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Look at the min/max/avg line. If max is much higher than avg, you have jitter.&lt;/p&gt;

&lt;p&gt;IzanagiOP's Scatter Pack applies all network jitter fixes. &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gaming</category>
      <category>networking</category>
      <category>windows</category>
      <category>latency</category>
    </item>
    <item>
      <title>IzanagiOP Precision Packs explained: Trajectory, Spread, Scatter, HitSync</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Tue, 15 Sep 2026 10:00:04 +0000</pubDate>
      <link>https://dev.to/izanagiop/izanagiop-precision-packs-explained-trajectory-spread-scatter-hitsync-n67</link>
      <guid>https://dev.to/izanagiop/izanagiop-precision-packs-explained-trajectory-spread-scatter-hitsync-n67</guid>
      <description>&lt;p&gt;IzanagiOP includes specialized "Precision Packs" — groups of tweaks targeted at specific in-game behaviors. Here's what each one actually changes.&lt;/p&gt;

&lt;h2&gt;
  
  
  Trajectory Pack
&lt;/h2&gt;

&lt;p&gt;For sniper accuracy and click-timing precision. Changes:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Raw 1:1 mouse input&lt;/strong&gt;: removes SmoothMouseXCurve and SmoothMouseYCurve, sets MouseSpeed/Threshold to 0&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Foreground lock timeout = 0&lt;/strong&gt;: game window takes focus instantly on click&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Cursor shadow off&lt;/strong&gt;: minor DWM overhead reduction&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Snap to default button off&lt;/strong&gt;: prevents unwanted cursor jumps&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Per-game CPU/IO/GPU priority via IFEO&lt;/strong&gt;: for CS2, Valorant, FiveM, Fortnite, Apex, OW2, LoL, Roblox, Arc Raiders&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;DXGI MaxFrameLatency = 1&lt;/strong&gt;: render queue to 1 frame&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;NIC tuning&lt;/strong&gt;: Energy Efficient Ethernet off, Wake on Magic Packet off&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Spread Pack
&lt;/h2&gt;

&lt;p&gt;For sustained fire (automatic weapons, rated-fire patterns). Changes:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;CPU core parking off&lt;/strong&gt;: no core spin-up delay mid-spray&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Min/max CPU frequency locked to 100%&lt;/strong&gt;: sustained clock during spray&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;P-core preference&lt;/strong&gt;: HeterogeneousSchedulingPolicy=4 on hybrid CPUs&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;EcoQoS off&lt;/strong&gt;: no power throttling mid-game&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Kill ~10 non-essential services&lt;/strong&gt;: DiagTrack, WerSvc, SysMain, WSearch, Spooler, AppReadiness, PcaSvc, TabletInputService, GameDVR, OneDrive&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Scatter Pack
&lt;/h2&gt;

&lt;p&gt;For network-dependent gunplay (shotguns, burst fire with high server ping sensitivity). Changes:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Nagle off&lt;/strong&gt;: TCPNoDelay=1, TcpAckFrequency=1&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AFD buffer tuning&lt;/strong&gt;: 30+ network stack registry values&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;RSC off&lt;/strong&gt;: Receive Segment Coalescing disabled&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;ECN off&lt;/strong&gt;: Explicit Congestion Notification disabled&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Teredo/6to4 off&lt;/strong&gt;: unused tunnel adapters removed&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;NDIS packet tracking off&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  HitSync Pack
&lt;/h2&gt;

&lt;p&gt;For timing-sensitive interactions (server-side hit registration). Changes:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;MMCSS full suite&lt;/strong&gt;: Games Priority=6, Audio Priority=6, SystemResponsiveness=0&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;NoLazyMode=1&lt;/strong&gt;: scheduler always active&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Timer resolution&lt;/strong&gt;: GlobalTimerResolutionRequests=1, disabledynamictick=yes&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;NTP poll interval&lt;/strong&gt;: 120s (more frequent clock sync)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Win32PrioritySeparation = 38&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;TSC sync&lt;/strong&gt;: Enhanced mode via bcdedit&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Full setup available at &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gaming</category>
      <category>windows</category>
      <category>performance</category>
      <category>showdev</category>
    </item>
    <item>
      <title>Valorant crosshair and sensitivity consistency: the system settings that matter</title>
      <dc:creator>Izanagi</dc:creator>
      <pubDate>Mon, 14 Sep 2026 10:00:03 +0000</pubDate>
      <link>https://dev.to/izanagiop/valorant-crosshair-and-sensitivity-consistency-the-system-settings-that-matter-28in</link>
      <guid>https://dev.to/izanagiop/valorant-crosshair-and-sensitivity-consistency-the-system-settings-that-matter-28in</guid>
      <description>&lt;p&gt;In Valorant, crosshair placement and consistent sensitivity are more important than FPS. But Windows settings affect both. Here's what to lock down.&lt;/p&gt;

&lt;h2&gt;
  
  
  Mouse sensitivity consistency
&lt;/h2&gt;

&lt;p&gt;Raw Input in Valorant bypasses Windows pointer acceleration and reads directly from the mouse driver. Enable it:&lt;br&gt;
Valorant Settings → General → Mouse → Raw Input Buffer → On.&lt;/p&gt;

&lt;p&gt;Even with raw input enabled, ensure Windows-side acceleration is fully removed:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;HKCU\Control Panel\Mouse
MouseSpeed = 0
MouseThreshold1 = 0
MouseThreshold2 = 0
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;And remove the curves:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight batchfile"&gt;&lt;code&gt;&lt;span class="nb"&gt;reg&lt;/span&gt; &lt;span class="kd"&gt;delete&lt;/span&gt; &lt;span class="s2"&gt;"HKCU\Control Panel\Mouse"&lt;/span&gt; &lt;span class="na"&gt;/v &lt;/span&gt;&lt;span class="kd"&gt;SmoothMouseXCurve&lt;/span&gt; &lt;span class="na"&gt;/f
&lt;/span&gt;&lt;span class="nb"&gt;reg&lt;/span&gt; &lt;span class="kd"&gt;delete&lt;/span&gt; &lt;span class="s2"&gt;"HKCU\Control Panel\Mouse"&lt;/span&gt; &lt;span class="na"&gt;/v &lt;/span&gt;&lt;span class="kd"&gt;SmoothMouseYCurve&lt;/span&gt; &lt;span class="na"&gt;/f
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Polling rate consistency
&lt;/h2&gt;

&lt;p&gt;1000hz polling means one mouse report per 1ms. Ensure no USB bandwidth contention on the same controller port — high-bandwidth USB devices on the same controller can cause polling irregularities.&lt;/p&gt;

&lt;h2&gt;
  
  
  Frame rate and input sampling
&lt;/h2&gt;

&lt;p&gt;Higher FPS = more input samples per frame in Valorant. The game samples input once per render frame. At 60fps, input is sampled 60 times per second. At 300fps, 300 times per second.&lt;/p&gt;

&lt;p&gt;This is why Valorant players chase high FPS even past their monitor's refresh rate — more input samples means smoother aiming.&lt;/p&gt;

&lt;h2&gt;
  
  
  Frame cap
&lt;/h2&gt;

&lt;p&gt;Use Valorant's built-in frame cap rather than RTSS or driver-level caps. In-game caps have lower overhead and don't add additional latency layers.&lt;/p&gt;

&lt;h2&gt;
  
  
  Key binding consistency
&lt;/h2&gt;

&lt;p&gt;Windows keyboard repeat delay and repeat rate don't affect Valorant (it reads raw key state). But slow USB interrupt handling can cause key press registration delay.&lt;/p&gt;

&lt;p&gt;Full Valorant setup at &lt;a href="https://terweb.lt/" rel="noopener noreferrer"&gt;https://terweb.lt/&lt;/a&gt;&lt;/p&gt;

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      <category>valorant</category>
      <category>gaming</category>
      <category>windows</category>
      <category>input</category>
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