With Reflex 2, we’ve introduced a different approach to reducing latency. Four years ago, NVIDIA’s esports research team published a study illustrating how players could complete aiming tasks faster when frames are updated after being rendered, based on even more recent mouse input. In the experiment, game frames were updated to reduce 80 milliseconds (ms) of added latency, which resulted in players completing an aiming target test 30% faster.
When a player aims to the right with the mouse, for example, it would normally take some time for that action to be received, and for the new camera perspective to be rendered and eventually displayed. What if instead, an existing frame could be shifted or warped to the right to show the result much sooner?
Reflex 2 Frame Warp takes this concept from research to reality. As a frame is being rendered by the GPU, the CPU calculates the camera position of the next frame in the pipeline, based on the latest mouse or controller input. Frame Warp samples the new camera position from the CPU, and warps the frame just rendered by the GPU to this newer camera position. The warp is conducted as late as possible, just before the rendered frame is sent to the display, ensuring the most recent mouse input is reflected on screen.
When Frame Warp shifts the game pixels, small holes in the image are created where the change in camera position reveals new parts of the game scene. Through our research, NVIDIA has developed a latency-optimized predictive rendering algorithm that uses camera, color and depth data from prior frames to in-paint these holes accurately. Players see the rendered frame with an updated camera perspective and without holes, reducing latency for any actions that shift the in-game camera. This helps players aim better, track enemies more precisely, and hit more shots.