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Processor | 13th Gen Intel Core i9-13900KS |
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Motherboard | ASUS ROG Maximus Z790 Apex Encore |
Cooling | Pichau Lunara ARGB 360 + Honeywell PTM7950 |
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Case | Cooler Master MasterFrame 700 benchtable |
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Keyboard | IBM Model M type 1391405 |
Software | Windows 10 Pro 22H2 |
Benchmark Scores | I pulled a Qiqi~ |
No, it drops them before they are rendered, I am pretty sure it even says that explicitly in the drop down when you select the maximum number of frames to be allowed in the queue, it would make no sense to drop frames after they've been rendered as that would achieve nothing. The point of the feature is to make sure that whatever frame ends up being rendered was the most recent one in the queue to reflect player input, that's fundamentally what all of these "latency reduction" features do and while I don't know how that one works I am pretty sure it must inject it self in the same way anti lag does.
Quite contrary. Since Nvidia provides an SDK, game developers are responsible for implementing it onto their engines and all major engines already have ready to ship Nvidia Reflex support. Implementing the plugin rests on the game developer's choice. No code injection takes place, as it's not necessary. AMD is taking a shortcut here and instead of documenting their features, writing a proper SDK, pitching in their work for game developers, doing proper support, they just chose the lazy way out.
Special K is capable of injecting Nvidia Reflex support onto any game in a similar manner that AMD's been doing with Antilag+, but even then, SK is to be considered unsafe as far as anti-cheat software goes, and has very strict injection requirements for it to work correctly, it must be loaded before the D3D context is created for its graphics toolkit to work.