I see. So, let's say I'm running a game on lower settings that is not GPU-bound and it relies on the CPU mostly...jorimt wrote: ↑30 Sep 2020, 10:15Unlike LLM, Reflex is guaranteed to work in the game it supports, and it eliminates the render queue. LLM only reduces it, and only if the game allows override.
As for it being "useless" in non-GPU-bound scenarios, not necessarily. With reflex disable, the render queue still exists, and can still be filled at any given point in non-GPU-bound scenarios, just not as much as it would be when the system is GPU-bound.
Reflex also ensures that if your system does become GPU-bound at any point (even for just a few frames in a more demanding scene), input lag/buffering won't increase due to the render queue.
Firstly: if the GPU is basically sleeping, let's say it uses about 30% (like my GTX 980Ti does in CS:GO) at all times, I guess the render queue is always empty then? I play on lowered settings and 1024x768 resolution. And if it's always empty, then Reflex would be completely useless?
Secondly: what advantage in latency reduction would Reflex enabled give me in non GPU-bound situation in which render queue fills up occasionally, like you mentioned? I'm aware this might be too general question and it could depend on given circumstances.
Do you think Counter-Stike would eventually get Reflex support, or perhaps it would be completely unnecessary in such CPU-dependent game? On the other hand, it could help players with low-end systems to reduce their latency I reckon? Anyway, main focus here is serious competitive play on a high-end PC. I only play CS:GO competitively, it's my main game and only e-sport title I focus on, so I don't care that much about new techs that are not related to CS:GO when it comes to latency reduction.