Hollow Knight: Best settings.ini for V-Sync and Input Fix

The objective is to move the vertical synchronization task from the Unity Engine to the GPU Driver layer, reducing the render queue size to zero.

File Path & Access

  1. Navigate to Directory: ..\SteamLibrary\steamapps\common\Hollow Knight\hollow_knight_Data\
  2. The File: Look for Config.ini (Note: In some versions, this is simply named settings.ini or managed via the encrypted LocalPrefs file, but the Data folder override is the most reliable).
  3. Backup: Always copy your original file before editing.

Optimized “Hallownest Precision” Configuration Table

Parameter (Config.ini)Recommended ValueTechnical Purpose
FrameRateCapMonitorHz + 9Moves the “tear line” randomly to make it invisible.
Vsync0 (Off)The Master Fix. Removes the triple-buffered engine delay.
UseNativeInput1 (True)Forces the game to use raw hardware calls for controllers/keys.
ParticleEffectsLow/MedReduces CPU-side draw call spikes during jump/dash logic.
FrameLimiter1 (On)Required to activate the FrameRateCap value.

HowTo: Engineering the Zero-Lag Pipeline

Follow these GameEngineer.net technical steps to reclaim your reflexes:

  1. The “9-Frame” Cap Protocol: If you have a 60Hz monitor, set FrameRateCap = 69 in your Config.ini. If you have a 144Hz monitor, use 153. This “slight over-cap” ensures the engine doesn’t wait for the monitor’s refresh signal, effectively reducing the latency by ~16.6ms ($16.6ms = 1/60$).
  2. Activating Native Input: Within the in-game menu, ensure Native Input is set to On. This bypasses the legacy Unity input wrapper which is known to “swallow” jump inputs during high CPU load.
  3. Driver-Level Fast Sync (NVIDIA): If you hate screen tearing but need low latency, disable V-Sync in-game and set Vertical Sync: Fast in the NVIDIA Control Panel. This offers the benefits of V-Sync without the input lag by dropping the “extra” rendered frames.
  4. The Steam Controller Fix: If your jump buttons feel “heavy,” go to Steam > Settings > Controller and disable Steam Input for Hollow Knight. This removes the software translation layer, letting the game talk directly to your DualSense or Xbox controller.
  5. Window Mode Management: Always play in Fullscreen. “Borderless Windowed” in Windows 11/12 forces a DWM (Desktop Window Manager) V-Sync that cannot be disabled, adding a mandatory 1-2 frames of lag.

Technical Explanation: Buffer Flipping and Input Latency ($L_{total}$)

Hollow Knight’s standard V-Sync implementation uses a “Double Buffer” with no back-pressure management.

$$L_{total} = \frac{1}{FPS} \times \text{Buffer Count}$$

When V-Sync is On, the game waits for the monitor to finish its scan before “flipping” the next frame. By engineering the Config.ini to Vsync = 0 and FrameRateCap = 69, you force the game to flip buffers as fast as it can. The $9\ FPS$ overhead ensures that even if the CPU stutters, the GPU always has a fresh frame ready to “blit” to the screen exactly when your finger hits the button.

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