AMD’s NEW Anti-Lag 2 TESTED in CS2 - Radeon Anti-Lag 2 Latency Benchmarks
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- Опубликовано: 23 июн 2024
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AMD is back at it again after their last faux-pas with Anti-Lag+, this time with a whole new Anti-Lag 2! But before we go any further, let me explain what the hell anti-lag is and what’s new with V2. Anti-Lag is AMD’s input latency reduction tool that, until now, has been totally in-driver. That means no matter the game, so long as you have an AMD GPU, you can enable Anti-Lag and lower your latency. Games don’t need to support it, because it’s all in-driver. I’ve done videos testing it in the past, and in the right scenarios it can make a massive difference. Anti-Lag has been around for quite a while, a good four years at this point in fact, so when AMD announced Anti-Lag plus around 9 months ago, it was a welcomed upgrade. Anti-lag plus was basically an upgraded version of anti-lag, that did some still in-driver, but more active messing around with the render pipeline type tweaks. This turned out to be a not-so-great idea, because messing with the game engine’s backend functions is exactly what most cheat engines do, and so Valve made it clear that anyone using Anti-Lag Plus would be getting a VAC ban.
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It seems like it's improving latency when you're GPU limited (hence AMD testing at 4k with max settings), and being GPU limited is known to impact latency.
I love that AMD's "turn down settings" anti-lag feature is open source! They are absolute legends! :)
Terrific video as always, and thanks for all the effort you put into these. Also great to see your amazing latency tester being put to such good use!
Very informative as always. Great content keep up the amazing work
your videos are the best
AMD created a feature that benefits only single player games 😳so while not universally a benefit 🤯it still has a benefit for some……. like me who is a single player gamer 🙂↕😉
as always with amd: promising feature that was released without much polishing and with a weird game choice. looking forward to fsr 3.1 now
Definitely seems like a feature designed to just make up for the increased latency from frame generation