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.
DXGI
DXGI manages the swap chain — the queue of rendered frames waiting to be displayed. Key settings:
MaxFrameLatency: how many frames can be queued ahead of display. Default is 3. Setting to 1 reduces render-to-display delay:
HKLM\SOFTWARE\Microsoft\DirectX
MaxFrameLatency = 1
Flip model: 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.
WDM / DWM
The Windows Display Model routes all rendering through the Desktop Window Manager compositor. Even exclusive fullscreen goes through DWM in modern Windows.
DWM settings:
; Timer interval for DWM compositing
HKCU\Software\Microsoft\Windows\DWM
MMCSSSchedulingCategory = High
Latency = 1
; Disable MPO (most impactful DWM tweak)
OverlayTestMode = 5
; Disable transparency effects
ColorPrevalence = 0
EnableAeroPeek = 0
GPU scheduler (VRAM)
HAGS (HwSchMode=2) moves VRAM scheduling to the GPU. On NVIDIA, this generally helps. On AMD Navi, disable.
Per-process GPU settings via IFEO
HKLM\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\game.exe\PerfOptions
GpuPriority = 8
These settings work at the driver level before any DXGI/WDM involvement.
Full GPU configuration at https://terweb.lt/
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