Nvidia Reflex
To explain how Nvidia’s Reflex technology works, I’ll have to elaborate a bit. Reflex is designed to reduce the latency of the system. In simple terms, it is intended to shorten the reaction time of the computer that elapses between a command and the action that is actually executed.
You can think of it in terms of a simple analogy: in the kitchen, a chef is needed who can accurately estimate how long it will take to prepare a main dish and a side dish. His precise instructions can ensure that in the end, half of the dish is not already cold when it is brought to the customer.
This works very similarly for games that have Reflex technology integrated. The Nvidia driver can estimate very well what the GPU currently has to do, how long it needs for the calculation of the current task and how many frames are currently in the frame buffer. According to the circumstances, the driver can now communicate directly with the game engine and give instructions on when exactly to put more frames into the buffer in order to keep the overall latency as low as possible. This requires an extremely precise knowledge of the underlying GPU, which is probably the reason why the technology only works from the GTX 900 series onwards.
In particularly GPU-limited scenes, I noticed reduced latency with Reflex enabled. This was clearly noticeable when gaming with the old GTX 970, which practically runs at the limit at all times, and with the 3070 Ti especially in 4K resolution.
By the way, Fritz has already dealt with this topic several times, which is why I can warmly recommend his articles on the subject.
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