What is maximum pre rendered frames?

Maximum pre-rendered frames is the process in which graphics sequences are not rendered in real time by the hardware. Instead, the graphics are a series created previously on a different computer or drive. This technique is used in a lot of video productions, animations, etc. used for production.

The term pre-rendered refers to anything that is not rendered in real time. This includes content that can be run in real time with more effort. Generally, the term is not used to refer to video captures of real-time rendered graphics, even though the video is technically pre-rendered in nature.

Advantages and disadvantages

The advantage of preprocessing is the possibility of using graphical models that are more complex and computationally intensive than models that can be generated in real time, due to the possibility of using several computers over long periods of time to process the final results.

When it comes to video game graphics, the downside to pre-rendering, if any, is an overall lower level of interaction with the player. Another disadvantage of pre-rendered assets is that you cannot make changes during the game. A game with pre-rendered backgrounds is forced to use fixed camera angles, and a game with pre-rendered video generally cannot reflect any changes the game characters may undergo during gameplay (such as injuries or other external changes) without an alternative.

This is often not possible due to the large amount of space required to store high-quality pre-built assets. However, in some advanced implementations, such as Final Fantasy VIII, real-time assets were combined with pre-rendered video to allow for dynamic backgrounds and changing camera angles. Another problem is that a game with pre-rendered lighting cannot easily change the lighting situation in a convincing way.

NVIDIA Max Pre-Rendered Frames

Now this pre-processing is slightly different from all of these with the technology that NVIDIA uses and allows for more dynamism than described above. NVIDIA calls it an application that controls the maximum number of frames the CPU prepares before being processed by the GPU.

The advantage of storing frame data before it is processed by the GPU is that it helps feed the GPU with data continuously. This smoothes out small differences in render times, leading to better FPS. The disadvantage of storing frame data before displaying it is that it can increase latency, that is, the delay between input devices. On the other hand, when the CPU is much less powerful compared to the GPU, meaning the CPU is a bottleneck in the PC, this can compound the problem.