Gear GeeksGaming

The settings checklist

Everything on this page is free and takes about twenty minutes in total. Between them these settings routinely remove more input latency than a display upgrade, and they make every calculation on this site actually apply to your machine.

Setup & ErgonomicsUpdated 7 min read

1. Input path (five minutes)

This section makes every other number on this site true for your machine. If any of these is wrong, your sensitivity is not what you think it is.

Input path settings.
SettingSet toWhy
Windows pointer speedThe sixth notch of elevenThe only position that passes your counts through unchanged. Detail.
Enhance pointer precisionOffWindows mouse acceleration under a friendlier name.
Mouse software sensitivity1.0, or absentSome drivers stack a multiplier on top of DPI.
Mouse acceleration and angle snapping in firmwareOffAngle snapping decides you meant a straight line when you did not.
In-game raw inputOnBypasses the OS pointer pipeline entirely.
In-game mouse acceleration and smoothingOffNamed differently in every engine. Find it. Detail.
Mouse DPI800, or 1600 if you want a faster desktopAbove the granularity floor, below where engine rounding matters. Detail.
Mouse polling rate1000 HzRemoves 3.5 ms versus 125 Hz. Detail.

2. Latency (five minutes, biggest win)

Latency settings, in order of value.
SettingSet toWorth
Nvidia Reflex / AMD Anti-LagOn, in every game that offers itTypically 10 to 40 ms when GPU-bound. Detail.
Framerate cap (with VRR)3 to 5 fps below refresh rate, set in gameAvoids the vsync ceiling penalty entirely.
Framerate cap (no VRR)Uncapped, or 5 to 10% below your sustained GPU limitKeeps the render queue from filling.
Driver-level vsyncOn, when using VRRHandles the ceiling case gracefully.
In-game vsyncOffRedundant with the driver setting and usually higher latency.
Fullscreen modeExclusive fullscreen if the game offers itBypasses desktop composition on some configurations.
Network connectionEthernet, not Wi-FiLower latency and, more importantly, far lower variance. Detail.

3. Display (five minutes)

Display settings.
SettingSet toWhy
Refresh rate in the OSThe panel's maximumWindows frequently defaults to 60 Hz on a new connection. Check it.
Variable refreshOn, in BOTH the monitor menu and the GPU driverThe monitor-side setting is off by default on many panels. Detail.
OverdriveThe highest setting with no visible bright trailRetune if you change refresh rate. Detail.
Monitor top edgeAt or just below eye levelNeutral neck position. Detail.
Viewing distanceFar enough that the screen covers no more than 45 degreesKeeps the whole screen inside your scanning arc.

4. Audio (three minutes)

Audio settings.
SettingSet toWhy
Game output modeStereo headphonesHeadphones reproduce the two strong localisation cues perfectly.
Engine HRTFOn, if offered as a separate optionThe game knows true 3D positions. Post-mix processing does not. Detail.
Windows spatial audio and headset surroundOffAdds artefacts without adding position information.
Music volumeZeroOccupies the frequency range movement cues live in, carries no information.
Dynamic range / night modeOnLets you raise overall level without gunfire being painful. Detail.
Driver equaliser and enhancementsOffApply EQ deliberately, in one place, or not at all.
ConnectionWired or 2.4 GHz dongle. Never Bluetooth.Bluetooth adds tens to hundreds of milliseconds. Detail.

5. Physical (two minutes, free)

  • Move your keyboard left and rotate it 15 to 30 degrees. Free desk space for your mouse arm. Detail.
  • Set your chair so your forearm is level with the desk and your shoulder is relaxed. Add a footrest if your feet no longer reach. Detail.
  • Place your mouse's home position left of centre on the pad, since you have more room to the right.
  • Lift your mouse cable clear of the desk if you use a wired mouse. Detail.

6. Verify (ten minutes)

  1. Measure your cm/360 by hand and check it matches the calculator. A mismatch means something is still scaling your input.
  2. Verify your polling rate with a test utility, checking consistency rather than just the average.
  3. Measure your latency with a phone camera before and after this checklist. Procedure.
  4. Check your 1% low framerate in a busy fight, not a menu, and compare it to your refresh rate. Detail.

If you only do three things

  1. Enable Reflex or Anti-Lag, or cap your framerate below your GPU's limit.
  2. Set polling to 1000 Hz and Windows pointer speed to 6/11.
  3. Check your monitor is actually running at its full refresh rate with VRR enabled on both sides.

Those three take five minutes and are worth more than most hardware purchases people are considering when they arrive here.

Related reading

Frequently asked questions

What is the single most important setting?

Enabling Reflex or Anti-Lag, or capping your framerate below your GPU's limit. The render queue is the largest variable latency term in most setups, frequently 20 to 50 ms, and it is a checkbox. Nothing else on this list is close.

Why does Windows pointer speed need to be at 6/11?

Because every other notch multiplies your mouse counts before any application sees them, and the notches below 6 discard counts entirely through rounding. The sixth notch applies a multiplier of exactly 1. See Windows pointer speed.

Should I cap my framerate?

If you use variable refresh, yes, 3 to 5 fps below your refresh rate, which keeps you inside the VRR window and avoids the vsync ceiling penalty. If you do not use variable refresh and accept tearing, an uncapped framerate well above your refresh rate gives you the freshest possible image.

Do these settings actually make a measurable difference?

The latency ones do, and you can verify them with a phone camera in ten minutes. See measuring latency. Measure once before and once after, and the difference will be obvious.

Is there a downside to any of these?

Two small ones. Framerate caps mean you are not seeing your highest possible number in a benchmark, which costs you nothing real. And Reflex can slightly reduce average framerate when heavily GPU-bound, which is a good trade for the latency it removes.

Sourcing. Figures on this page are either derived from published engine or hardware constants, or computed from the formulas shown. Manufacturer-stated specifications are labelled as such. Found an error? Send a correction.