🔼 Upscaling & frame generation

NVIDIA Reflex 2 and Frame Warp: how warping the frame is meant to cut latency by 75% — and why it still isn't in games

NVIDIA Reflex 2 is a latency-reduction technology announced on January 6, 2025 that adds Frame Warp to regular Reflex: right before a frame is sent to the display, it shifts the image to match the very latest mouse position and fills the revealed edges using data from previous frames. In NVIDIA's demo, latency in THE FINALS dropped from 56 ms without Reflex and 27 ms with Reflex to 14 ms (−75%); however, as of October 2026, more than 20 months later, Reflex 2 has not appeared in a single game and there is no public SDK.

NVIDIA Reflex 2 · Frame Warp · Reflex 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 15, 2026

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

How Reflex 2 differs from Reflex

Classic NVIDIA Reflex (2020) removes the frame queue between the CPU and GPU: the CPU starts preparing a frame just in time, so mouse input reaches the frame sooner. That cuts system latency by 20–50% in GPU-bound games. Frame Warp goes further: even once a frame is rendered, camera movement during rendering isn't accounted for. Reflex 2 takes the latest camera position from the CPU and shifts the finished frame, much like VR headsets do (reprojection).

Shifting leaves empty areas at the edges and behind objects. NVIDIA fills them with a predictive algorithm using color, depth and previous-frame data. That's where the main risks lie — artifacts at screen edges and near objects — which is why the technology requires developer integration.

TechnologyWhat it doesStatus as of October 2026
NVIDIA Reflexremoves the CPU→GPU frame queuein hundreds of games, all GeForce since the 900 series
Reflex 2 Frame Warpshifts the finished frame to the latest mouse positionannounced 2025-01-06, not in games
AMD Anti-Lag 2Reflex-like, integrated in gamesin games, Radeon
Intel XeLLReflex-like, part of XeSS 2/3in XeSS 2 games, Intel Arc

What NVIDIA promised and what exists

At CES 2025 NVIDIA demonstrated Reflex 2 in THE FINALS (4K, max settings): 56 ms without Reflex, 27 ms with Reflex Low Latency and 14 ms with Frame Warp. In VALORANT on an RTX 5090 at 800+ FPS, average PC latency was claimed to be under 3 ms. RTX 50 cards were supposed to get it first, followed by other GeForce RTX GPUs.

As of July 2026 (Hardware Busters), neither THE FINALS nor VALORANT had Frame Warp, the driver had no toggle and NVIDIA's page still said «coming soon». So don't count on Reflex 2 when choosing a GPU: the tools that actually work are regular Reflex, high FPS, a high-refresh monitor and properly tuned input lag.

Without ReflexWithout Reflex56 msReflex Low LatencyReflex Low Latency27 msReflex 2 Frame WarpReflex 2 Frame Warp14 msWithout ReflexWithout Reflex56 msReflex Low LatencyReflex Low Latency27 msReflex 2 Frame WarpReflex 2 Frame Warp14 ms
Latency in THE FINALS (4K, max settings): without Reflex, with Reflex and with Reflex 2 NVIDIA demo, CES 2025 (2025-01-06); as of October 2026 Reflex 2 has not shipped in games

How to reduce latency today

Enable Reflex (On or On + Boost) in every competitive game that offers it: it costs almost no FPS. Cap the frame rate just below the monitor's refresh rate with G-Sync enabled, and turn off frame generation in shooters — it increases latency. Set your mouse to a 1000 Hz or higher polling rate (see mouse polling rate).

On Radeon use Anti-Lag 2 in supporting games (CS2, Ghost of Tsushima and others); on Intel Arc use XeLL. Frame rate itself is still the biggest factor: at 240 FPS the frame time is about 4 ms versus 16.7 ms at 60.

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 "Reflex 2" 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 Reflex 2?

NVIDIA Reflex 2 is a latency-reduction technology announced on January 6, 2025 that adds Frame Warp to regular Reflex: right before a frame is sent to the display, it shifts the image to match the very latest mouse position and fills the revealed edges using data from previous frames. In NVIDIA's demo, latency in THE FINALS dropped from 56 ms without Reflex and 27 ms with Reflex to 14 ms (−75%); however, as of October 2026, more than 20 months later, Reflex 2 has not appeared in a single game and there is no public SDK.

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

FAQ

Has NVIDIA Reflex 2 been released?
No. It was announced on January 6, 2025, but as of October 2026 it isn't in any game, including the promised THE FINALS and VALORANT, and there's no public SDK or driver toggle.
What is Frame Warp?
Shifting the finished frame to the very latest mouse position just before it's displayed, then filling in the revealed edges. It resembles reprojection in VR headsets.
How much does Reflex 2 reduce latency?
In NVIDIA's THE FINALS demo, from 56 ms (no Reflex) and 27 ms (Reflex) to 14 ms — a 75% cut. There are no independent tests in real games because it hasn't shipped.
Which GPUs will get Reflex 2?
NVIDIA said GeForce RTX 50 would get it first and other GeForce RTX cards later. No dates have been given.
What should I use instead of Reflex 2?
Regular NVIDIA Reflex (On + Boost), AMD Anti-Lag 2 or Intel XeLL, high FPS without frame generation in shooters, a 240+ Hz monitor and a mouse with a 1000+ Hz polling rate.

Sources

FPSHQ Team · methodology · methodology · Updated

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