Monday, March 15th 2021
Blizzard Benchmarks NVIDIA's Reflex Technology in Overwatch
Blizzard, a popular game developer, has today implemented NVIDIA's latest technology for latency reduction into its first-person shooter—Overwatch. Called NVIDIA Reflex, the technology aims to reduce system latency by combining the NVIDIA GPUs with G-SYNC monitors, and specially certified peripherals, all of which can be found on the company website. NVIDIA Reflex dynamically reduces system latency by combining both GPU and game optimizations, which game developers implement, and the gamer is left with a much more responsive system that can edge out a competitive advantage. Today, we get to see just how much the new technology helps in the latest Overwatch update that brings NVIDIA's Reflex with it.
Blizzard has tested three NVIDIA GPUs: GeForce RTX 3080, RTX 2060 SUPER, and GTX 1660 SUPER. All three GPUs cover three different segments, so they are a good sign of what you can expect from your system. Starting from the GeForce GTX 1660 Super, the system latency, which was measured in milliseconds, was cut by over 50%. The middle-end RTX 2060 SUPER GPU experienced a similar gain, while the RTX 3080 was seen with the smallest gain, however, it did achieve the lowest latency out of all GPUs tested. You can check out the results for yourself below.
Source:
NVIDIA
Blizzard has tested three NVIDIA GPUs: GeForce RTX 3080, RTX 2060 SUPER, and GTX 1660 SUPER. All three GPUs cover three different segments, so they are a good sign of what you can expect from your system. Starting from the GeForce GTX 1660 Super, the system latency, which was measured in milliseconds, was cut by over 50%. The middle-end RTX 2060 SUPER GPU experienced a similar gain, while the RTX 3080 was seen with the smallest gain, however, it did achieve the lowest latency out of all GPUs tested. You can check out the results for yourself below.
25 Comments on Blizzard Benchmarks NVIDIA's Reflex Technology in Overwatch
Overwatch is also one of the games where cheating does not guarantee winning, but it gets boring and grindy real quick for me.
and when it says Gsync, it means Gsync compatible as well right?
and lastly...what does it actually do? what latency is reduced?
"NVIDIA Reflex dynamically reduces system latency by combining both GPU and game optimizations, which game developers implement,"
system latency....idk what that means...with this on if I press W I would move forward more immediately? orrr are we more talking about performance, latency in communication between parts?...im confused.
This way you can play competitive games with lower end GPU and not being disadvantaged as much, I'm sure 12 year old with lightning fast reflex and 1650 can easily own 40 year-old gamers with 3090 with Nvidia Reflex :cry:
www.nvidia.com/en-gb/geforce/technologies/reflex/supported-products/
Luckily this guy was on my team, or I could have had accused him of cheating as well :roll:
Any other monitor should works just fine with in-game Reflex option
My monitor has a module, not supported... I guess firmware support for old hardware is not a thing.
"NVIDIA Reflex Latency Analyzer: A revolutionary system latency measurement tool integrated into new 360Hz G-SYNC Esports displays from ACER, Alienware, ASUS, and MSI, and supported by top esports peripherals from ASUS, Logitech, Razer, and SteelSeries."
Sounds like it's separate from the G-Sync module to me
www.youtube.com/c/BattleNonSense/videos
Good/great multiplayer games have been designed in such a way that hacks don't really help or are simply not possible.
Blizzard has a good track record of anti-cheat altogether. Other, less talented studios (yes, Blizzard has/had incredible talent in-house... what's left today, no idea) such as Ubisoft have stacked one fuckup over another and made it work afterwards. The Division 1 was a cheatEngine fest from beta until they completely overhauled the game with season passes. And no the game wasn't built against it. Clientside checks? Wow. Even the alpha/beta community spoke up against that design decision but were adequately silenced... until they turned out to be right. I'm quite sure a good bunch even went on to show Ubisoft how easy it really was.
And its not like they managed to close the gap. The eternal solution was just to shower everyone with gear and hide the bad guys under a few banwaves, the DZ had by then already self-imploded.
DOTA2 is a great example of good design. The Anti cheat is also in good order and the matchmaking ruleset works to combat afkers and just general asswipes. The game has no P2W either so there is zero attraction in getting your daily crap together or anything and go faster than others.
ONTOPIC
Anyway yeah Reflex. Can't say I feel like I'm missing things, but the quest for latency is a great one tbh. Systems are NOT getting more responsive and that's a bad thing.
News about NV catch up tech: "NV...." oh wait, no need to mention of AMD who pioneered this..
Why is that, guys?
www.amd.com/en/technologies/radeon-software-anti-lag
The Reflex gains are definitely exaggerated as well. Reflex has been tested and only provides a difference in GPU bound scenarios. Overwatch is currently rife with cheaters. Any anti-cheat system they had has been completely defeated. I don't know when the last time you've played overwatch either but it's essentially COD at this point. Teamwork is long gone, TTK is way down, and shields don't last nearly as long. It's the perfect game for a hacker right now IMO.
No way you can go from 70ms to 30ms with the same framerate.
I suppose, like any FPS, they are enforcing the anticheat on ranked matches or even just higher elo rankeds. At this point of OW just being sidelined for OW2 they should follow the classic Valve HL, CS and TF server model and liberate some tools to let communities to leverage their own spaces and just use Battlenet as a gateway and finder for games. At least interested communities do improve security over time and develop wide adopted tools for everyone. It could give a second breath to the game, it's a model that works very well.