CS2 reflex,gsync etc(New PC-newbie)

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hurryupabit
Posts: 2
Joined: 10 Nov 2025, 11:47

CS2 reflex,gsync etc(New PC-newbie)

Post by hurryupabit » 10 Nov 2025, 11:52

Hello everyone!!
Nice to join this awesome community

I have amd 7 7800x3d , gpu 4070 super , ram 6000 with EXPO enable , monitor benq xl2540 240 hertz
What should i use in cs2?
Some ppl say gsync,vsync,reflex
other noreflex
other no vsync,sync
Thanks in advance!! :D

ArkoN
Posts: 7
Joined: 13 Aug 2025, 09:20

Re: CS2 reflex,gsync etc(New PC-newbie)

Post by ArkoN » 16 Nov 2025, 18:32

you should enable reflex and gsync, vsync off. CS2kitchen on Youtube made some good tests regarding that.
SYSTEM: AMD 9950 X3D, ASUS LC RTX5090 OC, ASUS X670E-F, 2x16GB Lexar CL28 on 6200, Asus XGF27AQWDPG

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Slender
Posts: 1653
Joined: 25 Jan 2020, 17:55

Re: CS2 reflex,gsync etc(New PC-newbie)

Post by Slender » 17 Nov 2025, 19:07

gsync(nvcpl)+vsync(nvcpl)+ultra low latency(nvcpl)+disable p-state(regedit)

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kyube
Posts: 575
Joined: 29 Jan 2018, 12:03

Re: CS2 reflex,gsync etc(New PC-newbie)

Post by kyube » 19 Nov 2025, 15:47

hurryupabit wrote:
10 Nov 2025, 11:52
Hello everyone!!
Nice to join this awesome community

I have amd 7 7800x3d , gpu 4070 super , ram 6000 with EXPO enable , monitor benq xl2540 240 hertz
What should i use in cs2?
Some ppl say gsync,vsync,reflex
other noreflex
other no vsync,sync
Thanks in advance!! :D
The answer to your question requires a few sub-questions:
• Do you prefer using Dyac? (flicker/impulse-based approach)
• Do you prefer not using Dyac? (sample & hold approach)

Considering that your base vertical frequency (refresh rate) is way too low to use Nvidia's automatic frame rate limiter, which gets applied when using GSYNC&VSYNC&Reflex in conjuction with each other, I suggest that you try for one of these 2 approaches:

Impulse-based approach
Dyac=Premium
AMA=High or Premium (2 concrete preset overdrive settings)
Nvidia's 'Max Frame Rate' limter set to 480FPS or higher OR fps_max 0
Nvidia Reflex (in-game toggle)=Enable

I suggest against enabling Nvidia's Ultra Low Latency Mode in the Nvidia Control Panel, as it's meant to be used in games which don't implement Reflex (which uses in-game data to keep the render queue depth < 1 & thus eliminate what's referred to as 'GPU limited' scenarios)

Pros:
+Severe eye-tracked motion blur reduction (to ~800Hz)
+FPS>=Hz scenario eliminates the timing mismatch backlight strobing motion visual degradation
+Low render latency due to high frame time target


Neutral:
-'Tearing' (mismatch between frametime & refresh rate) artifacts may be unappealing

Cons:
-Light flicker from global scan backlight strobing (DyAc) can be a eye-strain concern.
-Additional processing latency penalty may occur


A bit more to read into: viewtopic.php?t=3555

Sample & hold based approach
Dyac=Off
AMA=High or Premium
Nvidia's 'Max Frame Rate' limter set to 480FPS (or to a value you can consistently get with your rig) OR fps_max 0
Nvidia Reflex (in-game toggle)=Enabled

Pros:
+No processing latency overhead from backlight strobing
+Low render latency due to high frame time target
+No rapid light flicker from backlight strobing


Neutral:
-'Tearing' (mismatch between frametime & refresh rate) artifacts may be unappealing

Cons:
-4,17ms pixel visibility time ('persistence') is still too blurry for some, most noticable when spraying

Here's a similar write-up I've done to above, but for frame rate locked games: viewtopic.php?f=2&t=14912#p118346

General notes:
I'd suggest only considering the use of the GSYNC&VSYNC&Reflex combination only on +540Hz TN models, as they have sufficiently high refresh rate to encapsulate the general frame rate values you'll be on when using a X3D-based microprocessor in CS2.

For CS2, from my rudimentary 'evaluation' using RTSS' reflex.ovl overlay preset:
fps_max (internal frame rate limiter), RTSS Reflex & Nvidia's Max Frame Rate (referred to colloquially as “NvLimiterV3”) are the only 3 options which don't affect the metric called “Nvidia Reflex Sim-to-Render Latency” (in reflex.ovl) with an additional frame of added latency. To word it differently — there is no added 'frame of latency' overhead with these 3 above.
This above was done with NVidia Reflex (in-game toggle)=Enabled.
I don't know whether the same behavior applies when Reflex is toggled off, as NvLimiterV3 behaves differently when Reflex isn't enabled.

Other external limiters (RTSS front-edge & back-edge, RTSS async) increase the “Nvidia Reflex Sim-to-Render Latency” by 1 or 2 frames of added latency.

Special-K is not usable, as most users who play CS2 use FaceIT, which is a kernel-level access anti-cheat client.

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