Overwatch 2: Reducing “Buffering” via Settings_v0.ini Adjustments

The primary goal for Overwatch 2 buffering optimization is Frame Queue Elimination. Every extra frame in the buffer adds approximately 7–15ms of input lag. This configuration focuses on setting the MaxFrameLatency to its absolute minimum and ensuring the Reflex and Simulated Input Lag (SIM) metrics remain stable, even during chaotic team fights involving multiple ultimate abilities.

Hardware & System Prerequisites

  • High Refresh Rate Monitor: These tweaks are most noticeable at 144Hz, 240Hz, or 360Hz.
  • NVIDIA Reflex / AMD Anti-Lag+: These should be active in-game. Setting Reflex to “Enabled + Boost” keeps the GPU clock high, which prevents the “buffer fill” that occurs during power-state switching.
  • Fullscreen Mode: Always play in “Fullscreen” (not Windowed or Borderless) to bypass the Windows Desktop Composition (DWM) buffer.

File Location

Overwatch 2 stores its hardware-specific settings in the Documents folder. Note that the folder name remains “Overwatch” even for the sequel:

%USERPROFILE%\Documents\Overwatch\Settings\Settings_v0.ini

Technical Configuration (Code Block)

Open the Settings_v0.ini and look for the [Render.13] section. Add or modify the following lines to minimize internal buffering:

[Render.13]
# Forces the engine to never queue more than 1 frame
MaxFrameLatency = 1

# Ensures the Reduced Buffering feature is locked to ON
ReducedBuffering = "1"

# Disables internal triple buffering
TripleBuffering = "0"

# Optimization for NVIDIA Reflex (if applicable)
UseReflex = "1"
ReflexBoost = "1"

# Limit FPS to slightly below refresh rate (e.g., 141 for 144Hz) 
# to keep GPU usage below 97% and prevent buffer bloat.
FrameRateCap = "237"

Strategy for Reducing “SIM” Lag

To achieve the lowest possible “SIM” (Simulated Input Lag) value in the netgraph:

  • The Alt-Tab Bug: There is a long-standing issue where Alt-Tabbing disables “Reduced Buffering” even if the menu says it’s on. By setting ReducedBuffering = "1" in the .ini and re-toggling it manually in-game after an Alt-Tab, you ensure the buffer is cleared.
  • The GPU Usage Rule: If your GPU usage hits 98% or 100%, the engine automatically begins buffering frames to prevent a crash. This adds massive input lag. Always set a FrameRateCap that keeps your GPU usage around 90–95%.
  • Dynamic Render Scale: Set this to OFF. If the game dynamically changes resolution, the frame timing shifts, causing the buffer to “hiccup” and re-sync, which feels like a momentary mouse stutter.

Key Performance Parameters

ParameterRecommended ValueImpact
MaxFrameLatency1Prevents the CPU from sending too many frames to the GPU.
ReducedBuffering1Strips one full frame of latency from the pipeline.
TripleBuffering0Essential for competitive play; prevents forced VSync-like delay.
FrameRateCapMonitor Hz – 3Keeps the GPU out of the “Buffer Bloat” zone.

Frequently Asked Questions (FAQ)

What is the “SIM” number I see in the Ctrl+Shift+N netgraph?

The three numbers (Min/Avg/Max) represent your input latency in milliseconds. You want the “Max” number to stay as close to the “Min” as possible. If the Max jumps frequently, it means your buffer is filling up.

Should I use VSync with these settings?

No. VSync is the opposite of low-latency play. It forces a buffer that matches your monitor’s refresh rate, adding up to 30ms+ of delay. Always keep VSync disabled in both the game and your GPU control panel.

Does “Reflex Boost” actually help?

Yes. In Overwatch 2, “Boost” prevents the GPU from downclocking during quiet moments (like waiting for a respawn). This ensures that when you suddenly enter combat, the GPU is already at max speed and doesn’t “stutter-buffer” while ramping up.

Why does the game feel “choppy” with Reduced Buffering?

If your frame rate is inconsistent (e.g., jumping between 60 and 120), Reduced Buffering can make those jumps feel more abrupt. It is best used when you can maintain a stable frame rate.

Conclusion and Expected Results

By manually refining your Settings_v0.ini to restrict frame latency and eliminate triple buffering, you are synchronizing your inputs with the engine’s render loop. You can expect a tighter, “snappier” mouse feel, more consistent hitscan tracking, and the elimination of that “heavy” feeling during intense team fights.

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