Monster Hunter World SLI Profile

Parameters :

[GraphicsOption]
ScreenMode=FullScreen
Resolution=3840×2160
FrameRate=No Limit
V-Sync=Off
OptionMode=Manual
ResolutionScaling=High
TextureQuality=FULL
AmbientOcclusion=Low
VolumeRenderingQuality=Off
ShadowQuality=High
Anti-Aliasing=FXAA
LODBias=High
MaxLODLevel=No Limit
FoliageSway=On
SubSurfaceScattering=Off
ScreenSpaceReflection=On
AnisotropicFiltering=High
WaterReflection=On
SHDiffuse=Off
DynamicRange=32-bit
Z-Prepass=On

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4 thoughts on “Monster Hunter World SLI Profile”

  1. [quote]:D. This is community teamwork! Good work all.

    Recapitulating, this is the sli profile changes we had made and seems to work in multiple hardware (until new game patch were released):

    https://imgur.com/UNabgVb

    https://drive.google.com/open?id=1amAonM5o2GIyJL6JHb3k_1IJcqLrBKdT

    Nvidia inspector 2.1.3.10 config:

    SLI Broadcast dx1x: 0x0000AB04
    SLI compatibility bits dx1x: 0x2C0120F5 (Overwatch)
    SLI specifics hacks dx1x: 0x08000108

    Max. pre-rendered frames: 2 (theorically increase this number gives more smoothing at the costs of input-lag, so use it carefully having this in mind).

    Triple-buffering: On
    V-Sync: On (G-Sync users enable/disable it as desired).

    The SLI part, be sure all is in autoselect (don’t try to set AFR, AFR2 or SFR).

    Optional settings in NVIDIA Inspector(the following setting can be set in a second run for testing, beneficial or harmful according to hardware, so let it by default settings if not desired results):

    Memory Allocation Policy: 0x00000002 WKS_MEMORY_ALLOCATION_POLICY_AGGRESSIVE_PRE_ALLOCATION
    NVIDIA predefined ANSEL USAGE: 0x00000000 ANSEL_ALLOW_DISALLOWED
    NV Quality Upscaling: 0x00000001 NV_QUALITY_UPSCALING_ON
    Variable Refresh rate: 0x00000000 VSYNCVRRCONTROL_DISABLE

    If for some reason you are having err12 and crashing, check to have at least 20gb of virtual memory. Having them distributed among several SSDs increases the read/write speeds.

    Example for 60GB (actually needed for avoid issues with mass effect andromeda): https://i.imgur.com/6GWcXSM.png%5B/quote%5D

    1. Seems to work well (ish) for me on my 980 TI’s. The only issue is that there is some annoying subtle flickering in some places. Not as bad as I have seen with other profile settings I have tried, but still. Thanks very much for posting this.

  2. Hello there.
    i have been doing some tests with nvinspector and I think i have found a good parameters setup with no flickering or i can not see it 🙂

    2 x 1070 (latest nvidia drivers 418.91 && nvidia Profile Inspector 2.1.3.20) – 40Gb of swap file

    I have setup nvidia control panel 3D settings with:
    -energy control –> max performance
    -threaded optimization –> On
    -triple buffer –> ON

    1 – Compatibility ——————

    – SLI BroadCast (DX1x) –> 0x00000001 DYNAMIC_BROADCAST_RENDER_TO_TEXTURE – Use broadcast to render interframe depandent content
    – SLI compatibility bits –> 0x00000000 (Dassault Systemes SolidWorks 2019 and above, Dassault Systemes SolidWorks 2014 – 2016, Dassault Systemes SolidWorks 2017 to 2018)
    – SLI compatibility bits (DX10 + DX11) –> 0x080222F5 (Batman: Arkham Origins)
    – SLI compatibility bits (DX12) –> 0x00000000
    – SLI Specific Hacks (DX1x) –> 0x00000100 FORCE_REPORT_NO_SLI_SUPPORT_FROM_NVAPI – If applition has buggy its own SLI support we need to do SLI magic in the driver and force app think it’s run on single GPU

    2 – Sync and Refresh ———–

    – Máximum pre-rendered frames –> 1
    – Triple buffering –> On
    – Vertical Sync –> Force On (remember to deactivate V-sync in-game)
    – Texture filetring – Negative LOD bias –> Allow

    6 – SLI ————————
    all count && mode options in –> AUTOSELECT

    Cheers!

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