Testing AMD's new Radeon Anti-Lag Feature

It certainly is true that a gamer who is very competitive will likely use a low screen resolution, and therefore will not benefit much from Radeon Anti-Lag. Does that make this feature minor and unimportant?

I'd say that depends on just how intense the competition is. If the game in question isn't player versus player focused, so that you want to keep lag low, but you don't need to make sure that it's lower than the other guy's lag - then this feature could have a significant benefit. It might let you game in 4K and still have acceptably low lag, whereas before you had to go to 1080.

So there's still a use case for this, even if it's nearly meaningless for Fortnite and PUBG players.
 
*sigh*
That's what you got from my reply?! Wow. And did you even read my original comment? I don't think you did, because your reply didn't show it. How much of my original comment was pro-NVIDIA, huh? How much of it was DLSS focused? Did you miss the part where I said, "aside from RT and DLSS?" Because that's all your boy Puiu saw. Funny how that happens so often, huh? I thought so when I saw it. You need to comprehend what's in front of you, instead of rushing to click that reply button to "go after a fanboy" with nothing technical nor intelligent to add to the discussion. I mean, look at what you wrote? How old are you? lol

If you don't want to educate yourself about Deep Learning before you include yourself in discussions about it, then you should reeeally stay away from anything and everything involving it.

Forgive me for trying to educate people reading from hater scripts about the DL part of DLSS that may think it's just software NVIDIA cooked up in a couple months, because it's not.

BTW, NVIDIA is the software company, not AMD, so I'm actually patient enough to wait a while longer to see how this plays out rather than being a follower and calling DLSS or RT DOA this soon.
LOL even Harder again, NVidia, Software company, Since when? since the Car tech came onboard 6 years ago, give me a break!
 
LOL even Harder again, NVidia, Software company, Since when? since the Car tech came onboard 6 years ago, give me a break!

You're joking right?

Jen-Hsun Huang: "Nvidia is a Software Company," Nvidia's future, Fermi

"CHW: What will drive NVIDIA’s growth in the future? Hardware? Software? GeForce? Tegra? Tesla? Etc…

JHH: Well, NVIDIA is a software company, this will be what will drive our growth, we just don’t write de application, but we create all the core technology we create more core technology for visual computing that any other company in the world. We give it away, it’s like Google they do search but they give it away, they sell advertisement.

What you are and how you make money doesn’t have to be the same. NVIDIA is a integrated complete visual computing and parallel computing solution technology company.



CHW: How do you make money then?

JHH: By selling hardware, you do know that Apple is a software company but they make money by selling hardware. In the future software is the most important thing, anyone can make chips, it is really expensive but anyone can do it. The hard part is to inspire people to create amazing things.

We have software, systems, architecture, tools, compilers, and languages, whatever it takes…

JHH is Jen-Hsun Huang, the CO-FOUNDER and CEO if you missed it.....
 
Last edited:
As @ShagnWagn relates, Normally LAG would be associated with networking, but the article is clear on its usage:
Input lag is the delay between when you make an input, like a mouse click or key press, and when the action takes place on your display.
 
A ~2ms reduction in input response helps a lot when already running competitive settings /w high fps & minimum frame latency.

You have to look at the bigger picture & take a look at input response when gaming /w vsync off at high refreshrates and the 'input latency' difference between 142 or 250fps+ @ 144hz.

Now many competitive games know the feeling of 150 vs 300fps in CSGO but look at the actual input latency difference from blurbuster vsync off 144hz tests; https://www.blurbusters.com/wp-cont...rs-gsync-101-vsync-off-w-fps-limits-144Hz.png - We are talking around 3-5ms from those extra frames. Adding 2ms to that is significant imo.

Original chart source: https://www.blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/9/
 
I have to completely disagree with this summary. I'm a competitive gamer and follow eSports and can say for a fact that every MS shaved counts. 5-10ms? eSports gamers kill for that kind of reduction.
Typical reaction times to visual and aural stimuli are in the order of a couple hundred milliseconds, so 5 to 10 ms doesn't seem to be much of a gain at all, given that one is reacting to a visual change.

That is valid for identification but not responsiveness.
 
Anti-lag works. And it feels good. FPS change above 60 do not make difference. But anti-lag makes difference. Article authors are wrong that pro gamers better need to increase FPS. FPS and input latency are different things! You will not improve handling with FPS. You will just smooth up animation that goes after input lag, but lag will still exist. In competitive gaming reducing input lag is crucial! So anti-lag is very useful. Few frames you will lose will excessively be paid off with reducing lag benefit.
 
Anti-lag works. And it feels good. FPS change above 60 do not make difference. But anti-lag makes difference. Article authors are wrong that pro gamers better need to increase FPS. FPS and input latency are different things! You will not improve handling with FPS. You will just smooth up animation that goes after input lag, but lag will still exist. In competitive gaming reducing input lag is crucial! So anti-lag is very useful. Few frames you will lose will excessively be paid off with reducing lag benefit.
You are replying to a article from 3 years ago. A lot could have changed in that time. Might not have been good at that time and now it's much better.
 
Last edited:
Anti-lag works. And it feels good. FPS change above 60 do not make difference. But anti-lag makes difference. Article authors are wrong that pro gamers better need to increase FPS. FPS and input latency are different things! You will not improve handling with FPS. You will just smooth up animation that goes after input lag, but lag will still exist. In competitive gaming reducing input lag is crucial! So anti-lag is very useful. Few frames you will lose will excessively be paid off with reducing lag benefit.
You do get lower input lag with higher FPS since you are more likely to see the updated image on screen faster.
 
You do get lower input lag with higher FPS since you are more likely to see the updated image on screen faster.
Not always, though, as it depends on the design of the game engine. If the inputs are polled before every single frame is then processed, then a higher FPS will indeed result in a lower input latency. However, if the engine is written so that the inputs are polled at a fixed rate (e.g. 30 Hz), then if frames are being presented at a higher rate than this, the engine will just churn out the same frames again (in between each successive input polling).
 
Not always, though, as it depends on the design of the game engine. If the inputs are polled before every single frame is then processed, then a higher FPS will indeed result in a lower input latency. However, if the engine is written so that the inputs are polled at a fixed rate (e.g. 30 Hz), then if frames are being presented at a higher rate than this, the engine will just churn out the same frames again (in between each successive input polling).
I know zero games that don't get lower input latency with higher FPS, with the exception ofc of those that are intentionally limiting everything to a specific refresh rate and can even break when you try to increase FPS. We are not talking about such games.

You are essentially getting the frame that has your input to display on your screen as fast as possible without having to wait for a new monitor refresh cycle.
 
Back