May 16, 2025 Lynn Nguyen

Hardware-Accelerated GPU Scheduling (HAGS) for 3D Rendering in 2026: On or Off?

Executive SummaryKey Takeaways: Hardware-Accelerated GPU Scheduling for 3D Work
Windows 10 and 11

What HAGS changes, what it does to render speed, and when to turn it on:

  • What it is: Windows moves most GPU scheduling from a high-priority CPU thread to a scheduling processor on the GPU; Windows still decides which application gets priority (Microsoft).
  • Render speed: in Puget Systems’ 2023 tests most creative apps stayed within the margin of error; After Effects gained 3–10%, Blender GPU rendering about 5%, and V-Ray RTX lost about 5% on an RTX 4080.
  • When it is required: NVIDIA DLSS Frame Generation only works with HAGS turned on, which matters for real-time viewports such as D5 Render.
  • On iRender: 1x to 8x RTX 4090 or RTX 5090 servers with full administrator access, so you can check the setting and time your own scene.

Hardware-Accelerated GPU Scheduling, or HAGS, is a Windows switch that many 3D artists flip on and off hoping for faster renders. This guide explains what the setting changes, what independent tests found for content creation apps, when you need it on, and how to check whether it helps your own scenes.

What Hardware-Accelerated GPU Scheduling changes

Before HAGS, Windows scheduled GPU work from a high-priority thread on the CPU. Microsoft introduced hardware-accelerated scheduling with the Windows 10 May 2020 Update so that Windows can offload most of that scheduling to a dedicated GPU-based scheduling processor, while Windows itself continues to control prioritization between applications (Microsoft DirectX blog).

Microsoft also set expectations: although the new scheduler reduces the overhead of GPU scheduling, most applications were designed to hide scheduling costs through buffering, so it described the first phase as modernizing a pillar of the graphics subsystem rather than a speed feature. It shipped as an opt-in setting to avoid disruption.

Requirements

  • Windows 10 version 2004 (May 2020 Update) or later, or Windows 11.
  • A GPU that supports hardware scheduling and a driver that supports WDDM 2.7 or newer. The switch only appears in Settings when both the GPU and the driver support it (Microsoft Q&A).
  • Current NVIDIA GeForce RTX cards, including the RTX 4090 and RTX 5090, support it with current drivers.

How to turn HAGS on or off

  1. Open Settings > System > Display > Graphics. On some Windows builds the switch sits under Change default graphics settings or Advanced graphics settings.
  2. Toggle Hardware-accelerated GPU scheduling on or off. You need an administrator account.
  3. Restart Windows so the change takes effect.

Microsoft’s original blog gives the same path, Settings > System > Display > Graphics Settings (Microsoft DirectX blog).

What HAGS does to render speed

Puget Systems tested HAGS across its content creation benchmarks in 2023 with NVIDIA RTX 4080 and RTX 3060 Ti GPUs. Its summary: enabling the setting had little to no impact in most applications, with most results within the margin of error (Puget Systems).

Application (Puget Systems, 2023)Effect of turning HAGS on
PhotoshopNo meaningful change
Premiere ProNo difference in scores
After EffectsFaster by about 3–10%, outside run-to-run variance
DaVinci Resolve, Unreal EngineWithin the margin of error
Blender (GPU rendering)About 5% faster
V-Ray RTX (GPU rendering)About 5% slower on an RTX 4080; no change on an RTX 3060 Ti

Source: Puget Systems, “Impact of Hardware-Accelerated GPU Scheduling on Content Creation Performance”, July 2023, tested on NVIDIA RTX 4080 and RTX 3060 Ti. Newer drivers and GPUs can change these numbers, so time your own scene.

For GPU rendering Puget called it a mixed bag: it can help or hurt depending on the render engine. It did not publish Redshift or Octane results in that article, so for those engines the honest answer is to test your own scene.

When to turn it on, and when to leave it off

Your situationSuggested setting
You use DLSS Frame Generation in a real-time viewport (for example D5 Render) or in gamesOn. NVIDIA DLSS Frame Generation needs HAGS.
Blender Cycles or After EffectsOn is fine; Puget measured small gains.
V-Ray GPUTest both; Puget measured a 5% loss on one GPU.
Crashes, hangs or stutter started after you turned it onOff, update the GPU driver, then test again.
Long multi-GPU final rendersNo published test covers this; time one frame of your own scene with HAGS on and off.

Our recommendations, based on the sources in this article.

DLSS Frame Generation is the one case where the setting is required: D5 Render notes that DLSS Frame Generation needs a GeForce RTX 40 series card and HAGS enabled (D5 Render forum), and game publishers give the same requirement.

How to test HAGS on your own scene

  1. Pick one frame that represents the shot, with final render settings.
  2. Render it three times with HAGS on and note each render time.
  3. Turn HAGS off, restart, and render the same frame three times again with the same driver and settings.
  4. Compare the middle result of each set. A gap of a few percent can be normal run-to-run variation; only act on a clear, repeatable difference.

SaaS or IaaS render farm when HAGS matters?

On a render farm the setting belongs to the machine that renders, not to your scene file. For most final renders it makes little difference, but it matters when you need an interactive viewport feature such as DLSS Frame Generation, or when your engine reacts to the setting.

Your situationSaaS render farmIaaS render farm (iRender)
Final frames of a scene you have already testedA good fit. The farm renders on its own machines and settings; Puget’s tests suggest HAGS rarely changes final render speed.Also works, but you start, use and stop the server yourself.
You have a deadline and need to know when rendering starts and endsJobs join the farm’s queue, so the start time depends on how busy the farm is; many farms sell higher-priority plans to start soonerThe server runs only your job from the moment it boots, so you control when rendering starts and can time the whole job
You need DLSS Frame Generation in an interactive real-time viewportNot part of the model: you submit jobs rather than work in a live viewport.You work in the viewport over remote desktop on an RTX 4090 or RTX 5090 with Windows settings you can check.
Your engine may lose speed with HAGS (V-Ray GPU in Puget’s test)Depends on how the farm configures its machines.Full administrator access: switch HAGS in Windows settings, restart the server, and time the same frame with it on and off.
You want to compare render times before committing a long jobSubmit test frames and compare the reported times.Render the same frame on the server with HAGS on and off, note the times and pick the faster setting before you start the sequence.

A comparison of how the two farm models work for this task, not a speed test. A SaaS farm takes your project as a job and renders it on its own pipeline; an IaaS farm rents you the whole server and you work on it over remote desktop.

A simple rule: if you only need final frames of a tested scene, either model works, and HAGS is unlikely to change your render times much. If you work in a real-time viewport or want to check the setting against your own scene, an IaaS server gives you the Windows session to do it: on iRender you can change HAGS and restart the server yourself, then run the same on/off test as on your own PC.

Frequently asked questions

1. Should I turn on Hardware-Accelerated GPU Scheduling for 3D rendering?

For most 3D rendering it makes little difference: Puget Systems found most creative apps within the margin of error. Turn it on if you need DLSS Frame Generation, test both settings for V-Ray GPU, and turn it off if stability problems start after enabling it.

2. Does HAGS make Blender render faster?

Puget Systems measured about a 5% gain for Blender GPU rendering with HAGS on in 2023. Time one frame of your own scene with it on and off before you rely on that number.

3. Why is the Hardware-accelerated GPU scheduling switch missing?

The switch only appears when both the GPU and its driver support the feature, with a WDDM 2.7 or newer driver. Update the GPU driver and check that your Windows version is 10 version 2004 or later.

4. Do I need HAGS for DLSS Frame Generation?

Yes. NVIDIA DLSS Frame Generation requires Hardware-accelerated GPU scheduling to be enabled in Windows, and D5 Render and game publishers list it as a requirement.

5. Do I need to restart after changing HAGS?

Yes. Windows applies the change after a restart, so save your work first.

6. Is HAGS on by default in Windows 11?

Several game publishers, including CD Projekt Red and Nixxes, state that the option is enabled by default in Windows 11. Check Settings to see the current state on your own machine.

Render your 3D projects on iRender

iRender is an IaaS GPU render farm: you rent a bare-metal server with 1, 2, 4 or 8 NVIDIA RTX 4090 or RTX 5090 GPUs, an AMD Ryzen™ Threadripper™ PRO CPU, 256 GB ECC RAM and a 2 TB NVMe SSD, connect by remote desktop and work on it like your own workstation, with full administrator access. Your server image is saved between sessions.

Multi-GPU servers are billed per minute (1-GPU servers have a one-hour minimum), and sessions of 3 hours or more get 10% off. Our 4-GPU and 8-GPU servers are liquid-cooled; in our own measurements the GPUs hold 60–70°C under sustained render load. Elite support is available 7 days a week by hotline, live chat, Skype, WhatsApp and email.

We also recorded a HAGS on/off test on iRender:

This quick start shows how to start a server and connect to it:

New users get a 100% bonus on the first top-up (minimum $50). See all plans on the price page or download the iRender GPU app.

Accelerate your production pipeline with high-performance IaaS render farm services and dedicated bare-metal workstations powered by up to 8x NVIDIA GeForce RTX 5090 (32GB GDDR7), high-frequency AMD Ryzen™ Threadripper™ PRO processors, 256GB ECC RAM, and dedicated 2TB NVMe SSD storage tailored for your pipeline:
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Lynn Nguyen

Lynn Nguyen has written more than 80 articles for the iRender blog in English and Korean, covering Blender, Maya and Unreal Engine workflows for artists rendering on iRender servers.
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