LeCoreOS 11 latency investigation — October 15, 2026
Your latest test reports that Fortnite feels delayed. That does not identify a service or registry value as the cause. No measured before/after latency or frame-time capture was supplied. Your screenshots already show driver V-Sync Off, maximum-performance power mode and highest-refresh preference. Low Latency Mode Off is not itself evidence of a fault when the game offers Reflex.
Supported priorities
| Priority | Intervention | Implementation / limit |
|---|---|---|
| 1 | Game-integrated latency control | NVIDIA Reflex On + Boost; VALORANT Anti-Lag 2 on compatible AMD; select in game and capture existing choices |
| 2 | Less rendering work | Separate Low presets; Fortnite Far view distance by request; resolution and controls preserved |
| 3 | Avoid V-Sync backpressure in an absolute-latency test | Game V-Sync Off; scoped NVIDIA Force Off; tearing may occur |
| 4 | Check display and peripheral path | Confirm actual refresh in Windows; compare a direct wired controller connection with the current transport |
| 5 | Reduce competing background work | Game Mode/capture baseline and retained optional reductions; core gaming/streaming dependencies preserved |
| 6 | Compare hardware-dependent settings | HAGS, Gaming/Balanced/Max Performance power plans, Reflex On/Boost and sustainable FPS caps, one at a time |
NVIDIA documents Reflex as coordinating CPU/GPU work and says it supersedes driver Ultra Low Latency. Its guide also says advanced interrupt/scheduling tweaks can make latency worse. This supports testing the game/render path before adding another registry bundle. NVIDIA latency guide.
Epic's current guide recommends DX12 Performance, Low textures/meshes and On + Boost. Its Near view-distance recommendation is changed to Far here because you requested it. Current supported fallback launch flags are -d3d12 -FeatureLevelEs31; older DX11 Performance instructions can select a different path. Epic competitive settings; Epic renderer persistence.
Riot added AMD Anti-Lag 2 in patch 12.09 for compatible hardware and sufficiently recent drivers. It is game integration, distinct from regular driver Anti-Lag. NVIDIA Reflex/Boost cannot be enabled on AMD. Riot 12.09; AMD driver controls; NVIDIA Reflex SDK availability.
Registry and service decisions
Apply Windows profile enables Game Mode and disables Windows background recording/controller Game Bar prompts using the existing backed-up preferences. Registry/Latency-Profile.reg is the same subset for review, not an additional installation step. Use the app for journaled changes.
No new system-service kill list is applied in response to a subjective delay report. Existing optional reductions remain, while HID/USB/controller, audio, network, graphics, capture, Windows servicing and anti-cheat dependencies stay available. A count of mostly idle service hosts does not establish how much work competes with the game.
Compact hosting is off by default on new 0.8.0 installations. It remains an opt-in count experiment. Existing installed flags remain until Restore host isolation is used and Windows restarts. That provides a useful comparison; there is no evidence yet that compaction caused this regression. The earlier 143-to-120 count was user-reported for 0.3.2. No new 60–70 count or measured latency result is claimed.
HAGS is also opt-in during installation. Existing values are not reset by leaving the installer option unchecked. Compare On and Off with the actual driver and games, restarting between choices. Microsoft's explanation describes a scheduler change, rather than a universally fastest setting. Microsoft HAGS.
For compatible DX10/11 games in windowed/borderless mode, Windows' Optimizations for windowed games can reduce presentation latency through the flip model. Fortnite's current DX12 Performance renderer uses a different path. The app opens the supported Windows graphics page; it does not claim a private compatibility registry override fixes every game. Microsoft windowed-game optimization.
| Advertised tweak | Decision |
|---|---|
| SystemResponsiveness = 0 | Omitted: Microsoft's MMCSS documentation says values below 10 are clamped to default 20 |
| Games task GPU Priority = 8 | Omitted as a claimed GPU speedup: Microsoft documents the field as unused |
| Force HPET/platform-clock boot flags | Omitted; these debugging overrides need a specific diagnostic reason |
| Realtime priority, fixed affinity or forced interrupt mappings | Omitted without evidence for this exact hardware |
| Remove pagefile or clear shader cache every boot | Omitted; no input-latency benefit is established here |
| Import TCP ACK/Nagle/NIC tweaks everywhere | Omitted; packet behavior is not a universal input-to-display fix |
| Automatically disable protection or anti-cheat dependencies | Omitted; HVCI/VBS remain separate guarded manual controls |
The MMCSS facts are from Microsoft's scheduler reference, and timer guidance from Microsoft BCDEdit /set. Other omissions are engineering decisions under the available evidence, not results of a new benchmark.
Test your 9800X3D / RTX 5070 system
- Record the GPU driver version and monitor's actual active refresh. For a controller, compare direct wired USB with the current connection without changing sensitivity or controller settings.
- Apply Fortnite Low/Far, select DX12 Performance and Reflex On + Boost, then launch normally with anti-cheat. Let a repeatable practice/replay scene settle after game/driver/renderer updates. Do not clear shader caches between runs.
- Capture five comparable runs of the same scene. Record average FPS, frame-time percentiles/1% lows and any available PC latency statistic. Keep resolution, controller, overlays and capture path constant.
- Compare Reflex On versus On + Boost, then uncapped versus a sustainable cap. A cap can trade peak FPS for consistency on a saturated or thermally limited system; that is a hypothesis to test here.
- If compact hosting is active, restore host isolation and restart for a separate comparison. Test HAGS On/Off with restarts and Gaming/Balanced/Max Performance power separately. Watch temperature and sustained clocks; the 100% AC CPU policy is a request, not a fixed-frequency or faster-FPS guarantee.
- Test required OBS/capture/Voicemeeter workloads in their normal configuration as well as inactive. Keep their drivers and required services intact. Compare optional overlays individually.
- If delay persists, choose Save latency configuration report. Pair that local JSON with Video-menu screenshots and a measurement capture. The report does not measure delay itself.
FrameView can report PC-latency metrics in instrumented games; Fortnite may require Latency Markers, and unavailable readings may be N/A. PC latency omits parts of the peripheral/display path. For a click-to-photon claim, use suitable Reflex Analyzer/LDAT equipment or a carefully designed high-speed-camera test. NVIDIA FrameView guide; Reflex Analyzer setup.
Networking and power research added to this release
Input-to-display latency and network round-trip latency are different measurements. Renderer/Reflex changes concern the former; local NIC processing and the internet route concern the latter. Microsoft describes packet batching through interrupt moderation and a tradeoff against CPU/interrupt work. Disabling moderation is an explicit test, not a universal gaming default. RSS normally distributes receive processing; the app only enables a supported standardized driver property and preserves other offloads. These do not remove game-server distance or router queues. Read network research and setup.
The new Max Performance scheme uses documented power settings. Microsoft defines minimum processor performance as a percentage request; the setting does not promise actual clock frequency on a CPPC/boost-managed Ryzen CPU. AC minimum/maximum 100 and EPP 0 are a high-power comparison, with PCIe/USB saving disabled where supported. The plan is created but not automatically selected at install. Compare it with Balanced and the older idle-scaling Gaming plan, with temperature and frame-time capture. OEM/Modern Standby restrictions may prevent additional plans; the app reports this rather than changing firmware or sleep capabilities.
Primary references: Microsoft powercfg, minimum processor performance, AC readback API, interrupt moderation.
Honest application status
Orange means saved configuration matches, not that latency improved. A registry value can be pending a restart. A game can overwrite local values through cloud sync or a new format.
Performance/Reflex/Anti-Lag 2 are selected once in game. Save in-game choices captures supported existing graphics entries for later replay; private enum meanings are not guessed. Some options may remain exclusively in game/cloud. NVIDIA profiles are per application; the AMD ADLX base is explicitly global and may be overridden by Adrenalin application profiles. See Game profiles.
This release has Linux-host parser, pure-logic, mock-driver, C# compilation, recovery and archive checks. Windows rendering/UAC, actual vendor API calls, game/cloud behavior, anti-cheat compatibility and gaming performance still require a Windows test. No absolute minimum delay, continuous process-count ceiling or compatibility with every future update is guaranteed.
