Testing AMD’s new Radeon Anti-Lag Feature

Alongside the passing of AMD ’ s newfangled Radeon RX 5700 Navi GPUs, the company rolled out two new features in their Radeon driver suite. last week we looked at Radeon Image Sharpening which directly targets Nvidia ‘s DLSS, and nowadays we ‘re back to check out the second feature, Radeon Anti-Lag .
The basic finish of Radeon Anti-Lag is to reduce input imprison while gaming. Input imprison is the delay between when you make an input, like a mouse snap or key press, and when the carry through takes station on your display. For fast-paced competitive games, particularly shooters like CS Go, Overwatch or Fortnite, it ’ second winder to have the lowest input slowdown possible so you can spot your enemies, target them with your weapon, and shoot them as quickly and smoothly as possible .
The basic goal of Radeon Anti-Lag is to reduce input signal lag while gaming .

Input slowdown is a combination of many factors. Some involve your peripheral hardware, like your monitor, mouse and keyboard. Some involve how fast your CPU and GPU are at processing frames. But Radeon Anti-Lag is focused on reducing lag at the driver degree. We think AMD has done a capital speculate at explaining this in better detail, so we ’ ll quote them hera …
“ Games produce frames of animation by pairing work done on the CPU with work done on the GPU. The CPU begins its work first, and it feeds workplace to the GPU as it works its means through a inning. In most use cases, the GPU workload is the basal performance constraint. We call this a GPU-limited scenario .
In such scenarios, games perform the CPU sour at least one frame ahead of the GPU work, resulting in two frames of rotational latency in entire. The stay between the suction stop of the sneak – registered during the CPU employment for the frame – and the response on the screen – produced by the GPU – can expand to cover the clock time required for the GPU to process two full frames or more. At 60 FPS that delay is 33.3 milliseconds ( two frames at 16.7ms each ) or more
In such cases, Radeon Anti-Lag dynamically improves the pace of the CPU oeuvre, allowing the GPU work to overlap a significant parcel of the GPU shape, so the CPU doesn ’ thyroxine get besides far ahead of the GPU. As a consequence, Radeon Anti-Lag can, in theory flinch stimulation slowdown by about a entire inning – closely 16.7ms at 60 FPS – restoring responsiveness to your game. The impact is quicker response times and a more direct connection between your actions and the results shown on screen ”

Radeon Anti-Lag can reduce input lag by up to a wax frame of reference, according to AMD, when largely GPU limited. And we ’ ll get into the implications of this when we put up some beautiful blasphemous graph. For now, there ’ mho a few other things to discuss .
One is that Radeon Anti-Lag works on any “ recent ” AMD GPU or APU, so not fair new Navi GPUs. however it only works in DirectX 11 titles, unless you have a Navi GPU in which font it besides works for DirectX 9. No AMD GPU supports this engineering in DirectX 12, Vulkan or OpenGL. A distribute of popular competitive games have DX11 modes, but naturally as more games begin to use newer APIs, Radeon Anti-Lag will need to evolve to support them deoxyadenosine monophosphate well .

There are three ways to enable Anti-Lag : in the game profile settings, in the Radeon Overlay — that ’ s the method we used the most — and using a new Alt-L global shortcut. In all three cases it ’ s precisely a simple toggle and gets to work right away, even in game .

For testing, we decided to measure the stallion click-to-response stimulation lag using the lapp methodology as we do for our monitor reviews. We use a photodetector on the riddle, deoxyadenosine monophosphate well as a mouse input, both hooked up directly to an oscilloscope. Using this method we can record the accurate time we ask a game to do something ( like shooting a weapon ) and the accurate time this action is shown on screen. We expect Radeon Anti-Lag to have the lowest response fourth dimension numbers over a 20 sample distribution average for each trial .
We chose flying hardware for testing. On the graphics front we used the fresh Radeon RX 5700 XT, paired with Intel ’ s Core i9-9900K which remains the fastest central processing unit for gaming. We besides used the fastest display we have on hand : Pixio ’ s stigmatize raw PX5 Hayabusa — review coming soon — which is a 1080p 240Hz display with 0.6ms reply times .

Game Tests

We ’ ve tested three different modes : vsync on, vsync off, and FreeSync on, with Radeon Anti-Lag both enabled and disabled. Doing input lag testing takes a set of time so we ’ ve limited the number of games compared to a regular GPU review but the ones we have included should cover most scenarios .
Let ’ s beginning with Rainbow Six Siege, a crippled that by and large has very low stimulation reaction time. The game runs well on most hardware and we were pushing above 200 FPS without much sweat. high skeletal system rates have a significant impact in reducing input latency. Across the board we are pretty much in that 17 to 22ms of stimulation latency zone, which is lightning immediate .
Radeon Anti-Lag did produce systematically faster results on two of the three test conditions. For Vsync off we shaved off 2.3ms, and for FreeSync we shaved off about 2ms. There was no difference for Vsync on gambling, not that we ’ d recommend using Vsync for any stimulation lag sensitive games. Given the game was running at around 220 FPS in this test, it seems Radeon Anti-Lag shaved off around half a skeletal system ’ s worth of reaction time, with each skeleton lasting 4.5ms at this frame pace .

A 2.3ms decrease or 13 % improvement to input latency doesn ’ metric ton sound all that impressive, but there are a few things to keep in mind. AMD ‘s claim is that we can expect up to around a individual frame of reaction time improvement, however given we ‘re gaming at such a gamey human body rate to begin with, that one inning international relations and security network ’ t actually all that much latency. AMD besides says Anti-Lag works better when games are GPU limited, and when running at over 200 FPS by and large the CPU is already doing quite a bite of the workplace .
For comparison purposes we ’ ve besides got results from a GeForce RTX 2070 playing the bet on at the same human body pace, around the 220 FPS mark. Input reaction time was a little higher in general, indeed Anti-Lag does provide some profit, however we ’ re only talking about a 4ms difference. It ’ s not a significant result .

next up we have Fortnite, a game that ’ sulfur going to run actually well on most hardware. even playing the game on the Epic preset at 1080p we were achieving ~170 FPS during testing. Radeon Anti-Lag was systematically faster, in the image of 2 to 4 milliseconds better. But with frames coming in every 5.9ms or thus, we just aren ’ triiodothyronine going to get much more of a decrease in remark reaction time.


In fact, AMD says that the benefits of Radeon Anti-Lag are most pronounce when gaming between 60 and 90 FPS and in the two games we ’ ve tested therefore far, even with maximal quality settings we were more than doubling that sort of frame rate. This is pretty crucial to know and will factor in our stopping point .
But before that we wanted to test a game where we knew would hit AMD ’ mho gratifying spot zone : Metro Exodus. In this title we set the game to the Extreme preset and were hitting about 75 FPS in our test sphere. As expected, the advantages to Radeon Anti-Lag were more obvious here. We saw a reduction in input signal imprison of between 4.6 and 10.6 m depending on the synchronize method used, with the latter number showing that we ’ ra getting near a wax frame reduction in Metro Exodus. At these frame rates, achieving 18 precent better performance, or a 15 % reduction in input signal imprison, is a stronger solution .

The second plot where we found concern results was Battlefield V. This game has a mode called “ future frame hand over, ” which you can switch off for better latency, according to the in-game data. For testing we set that modality to off as went about comparing Anti-Lag on and off. As it turns out, Anti-Lag has next to no impression when this manner is already enabled. So it seems that at least for this claim running in its DX11 mode, developer EA DICE had already figured out how to minimize input latency and implemented their own toggle. So that ’ randomness rather bang-up .

But why international relations and security network ’ thyroxine this good enabled by default ? Is there any downside ?
now you may be wondering, if Radeon Anti-Lag improves input signal lag in games, why international relations and security network ’ thyroxine this precisely enabled by default ? Is there any downside ? And the answer to that is yes, but it ’ s not a meaning downside .
We tested a number of games with Radeon Anti-Lag on and off to see the performance impact. respective of these had a negligible performance drop : 1 FPS in Metro Exodus, 3 FPS in Rainbow Six Siege, less than 1 FPS in Resident Evil 2, and no dispute in Battlefield V, all looking at average frame rates. The impingement to 1 % lows could be anywhere from delivering a consistent improvement, to lowering performance .

however there were besides some titles were the operation impact was more significant. In Fortnite we saw a 6 % cliff to performance, or 7 FPS, looking at average framerates with an even larger drop to 1 % lows. The strike was even larger in Hitman 2 at over 11 percentage. AMD says it isn ’ thymine unusual to see a performance impact in some titles but not others, so your mileage will vary. surely some times you can enable Anti-Lag without worrying, but others the hit will be noticeable .

Bottom Line

It ’ mho clear that Radeon Anti-Lag does what it sets out to do. In GPU limited scenarios, it delivers about a 1-frame improvement to input lag, and works best when gambling in the 60 to 90 FPS image precisely like AMD claimed. In high framerate situations you might get a 2-4ms improvement which is up to 1 human body, and then at lower frame rates I saw up to a 10ms improvement. The tradeoff is in some games you will see a performance impact, in others you won ’ thymine .
This is all fine, it works, it ’ second good, but we don ’ t think it ’ s as authoritative or revolutionist as AMD suggests it is .
count at the chart below, pulled from their web site promote Radeon Anti-Lag. It shows a scope of competitive games receiving 20 to 35 % reductions to input reaction time with Anti-Lag enabled. Why is this different to my examination ? Well, that ’ s because AMD tested these games running at 60 to 90 FPS preferably than the 100s of frames per second you ’ d normally expect .

If you look at the fine print, AMD says they tested with a Core i7-9700K – a fast gambling CPU – but chose to test at 4K resolution ( 3840 x 2160 ). normally we wouldn ’ thymine question that, testing games at 4K is fine, some people will be playing at 4K. But they ’ re your more casual, quality focused gamers who want the best visuals. competitive gamers who are highly sensitive to input rotational latency, the target for a feature like Radeon Anti-Lag, decidedly will not or at least should not be gaming at 4K .
The cause is simple. Gaming at 4K reduces your frame rate well compared to playing at a lower resolving power like 1080p, and one of the simplest ways to reduce input signal reaction time is to increase the ensnare rate. This is why most unplayful competitive gamers play at 1080p low settings, with high refresh rate displays and firm CPUs. They ’ re much CPU limited and playing at 200+ FPS to ensure their gameplay is smooth, responsive, and alone minimally affected by input signal lag .
With a proper gambling frame-up for first gear latency performance – and we didn ’ thyroxine go specially overboard to achieve this for our test – Radeon Anti-Lag is entirely going to deliver possibly a ~5ms reduction to input rotational latency. For highly sensitive gamers this might be a big bargain, but we surely could not tell the remainder when gambling, although I ’ megabyte not the screen of person that is excessively sensitive to input lag .

The merely stopping point we could come to is Radeon Anti-Lag actually isn ’ triiodothyronine designed for true competitive gamers that want super humble input latency, because the gains you get in latency-tuned scenarios are minimal.

This leaves it in kind of a eldritch position. It ’ s not a bad or useless feature of speech. If you ’ re casually gaming in that 60 to 90 FPS zone for whatever argue, you barely want a decrease in input signal latency, big you can now hit a button and shave off possibly 10 to 15ms. But if you ’ re more dangerous about reducing imprison, you ’ ll get a much bigger improvement out of plainly increasing your frame rate. In Battlefield V for example, turning down some settings and going from 70 to 120 FPS shaved off 22ms of stimulation slowdown, and delivered smoother gameplay. That ’ s what we ’ five hundred commend doing inaugural, but in the process it diminishes the advantage you can get from Anti-Lag .
We were looking advancing to Radeon Anti-Lag becoming a significant feature of speech for highly competitive, skilled, latency-sensitive gamers. The ones that research input slowdown and optimize their setups accordingly. alternatively, while it has a minor shock for those gamers, Radeon Anti-Lag is more become to improving the casual gambling know which conversely we ‘re not certain that group of gamers will care about a 1-frame input latency reduction, particularly if there ’ s the likely for a drop curtain in frame rate .
Another potential practice case could be gamers on a budget who are trying to compete on lower-end hardware — possibly a Ryzen 5 3400G or something like that — who would already be playing at 1080p low settings on the integrated graphics and sitting around that frame of reference rate odoriferous spot for Radeon Anti-Lag. With nowhere lower to go in terms of getting better frame of reference rates, it could be a handy toggle to reduce input signal rotational latency further .

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