🔼 Upscaling & frame generation

NVIDIA Reflex and Reflex 2: how it cuts input latency, and how much

NVIDIA Reflex is a low-latency mode in which the game engine itself synchronises CPU and GPU so that the CPU never queues frames ahead of the GPU, cutting system latency by 10–40 ms in GPU-bound situations. Reflex 2 (2025) adds Frame Warp, which re-projects the finished frame to the latest mouse position just before display, reducing latency further.

Reflex · Reflex Low Latency · Reflex 2 · Frame Warp

📅 Updated 👥 FPSHQ Team · methodology

1 msInput5 msCPU8 msQueue12 msGPU8 msScan-out4 msPanelExample: ≈38 ms at 60–80 FPS; Reflex/Anti-Lag shorten the "queue"
What click-to-screen latency is made of

Key figures

From the FPSHQ database, as of Oct 14, 2026

182games with DLSS in the catalog
382games with FSR
+35%Quality gain (model)
+85%Performance gain (model)

Where the latency comes from

When the GPU is the bottleneck, the CPU prepares frames faster than the GPU can render them and they pile up in the render queue; input sampled for a frame can be two or three frames old by the time it is shown. Reflex makes the game wait to sample input until just before the GPU is ready — in effect a dynamic FPS cap at the GPU's pace — which removes the queue. "On + Boost" additionally keeps GPU clocks high at low utilisation.

In CPU-bound scenarios there is no queue, so Reflex gains little; the benefit is largest with a slow GPU running at 99 % utilisation.

Measured effect

Values are typical end-to-end numbers reported by NVIDIA's LDAT tool and reviewers; the exact savings depend on the game. Our frame generation article explains why Reflex is mandatory with DLSS FG.

ScenarioWithout ReflexWith Reflex
GPU-bound 60 FPS, V-Sync off~70–90 ms~40–50 ms
GPU-bound 144 FPS~35–45 ms~20–25 ms
CPU-bound 300 FPS~15–20 ms~15–20 ms
With Frame Generation+ half a framerequired to offset FG

Support and alternatives

Reflex Analyzer in G-Sync monitors measures full click-to-photon latency with a supported mouse.

  • Works on GeForce GTX 900 and newer; must be integrated by the game (most competitive titles: Valorant, Fortnite, Apex, CS2 via driver NULL mode, Overwatch 2, CoD)
  • Driver-level fallback: "Low Latency Mode: Ultra" in NVIDIA Control Panel, less effective than in-game Reflex
  • Reflex 2 Frame Warp: RTX 50 first, extending to RTX 40; THE FINALS and Valorant were launch titles
  • AMD equivalent: Anti-Lag 2; Intel: XeLL

Input latency

FPS, render queue and frame generation → estimated click-to-screen latency.

Unified FPSHQ model estimate, not a measurement.

FPSHQ

On your PC

Enter your GPU (and CPU) — we calculate the effect of "NVIDIA Reflex" with the unified FPSHQ model using Cyberpunk 2077 as the example.

Save your PC in the account · Detect hardware with the app · Unified FPSHQ model estimate, not a measurement.

Where to use this on FPSHQ

Forum discussions

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In short

What is NVIDIA Reflex?

NVIDIA Reflex is a low-latency mode in which the game engine itself synchronises CPU and GPU so that the CPU never queues frames ahead of the GPU, cutting system latency by 10–40 ms in GPU-bound situations. Reflex 2 (2025) adds Frame Warp, which re-projects the finished frame to the latest mouse position just before display, reducing latency further.

games with DLSS in the catalog
182
games with FSR
382
Quality gain (model)
+35%
Performance gain (model)
+85%

FAQ

Should I enable Reflex?
Yes, always when offered: it only lowers latency and costs at most 1–2 % of FPS in GPU-bound scenes.
On or On + Boost?
On for most systems; Boost keeps clocks high and helps slightly when the GPU is lightly loaded, at the cost of extra power draw.
Does Reflex work on AMD GPUs?
No — AMD has Anti-Lag 2 with the same engine-level approach; Intel has XeLL.
What is Reflex 2 Frame Warp?
A technique that shifts the rendered frame according to the newest mouse input just before output, cutting latency by up to a further 50 % in NVIDIA's tests.

Sources

FPSHQ Team · methodology · methodology · Updated

✏️ Found a mistake? Suggest an edit

Edits are moderated. Say what to fix and, if you can, add a source (NVIDIA/AMD/Intel docs, the game developer).

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