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NVIDIA Reflex can reduce latency by changing when a game submits work for rendering, but the size of any reduction depends on the game and whether its workload is GPU-bound. A 360Hz display shortens the time between refreshes; it does not guarantee lower end-to-end latency or make a system render 360 frames per second. To assess the difference, compare repeatable latency measurements—not FPS alone—and distinguish PC-plus-display latency from full system latency.

What NVIDIA Reflex changes

Reflex Low Latency Mode changes the handoff between a game’s CPU work and GPU rendering. NVIDIA says it aligns game-engine work to finish just in time for rendering, eliminating the GPU render queue and reducing CPU back pressure in GPU-intensive scenes. The goal is to avoid input waiting behind already queued frames.

That mechanism does not imply the same improvement in every game or scene. The effect depends on the workload and system. A GPU-intensive scene is a more relevant case for Reflex’s queueing changes than a CPU-bound scene, and a mode that helps one configuration may show a different result in another. NVIDIA’s Reflex SDK documentation describes the technology; it does not establish a universal percentage reduction across games and hardware.

Reflex must also be supported by the game to be available there. Check the game’s settings and documentation rather than assuming that installing an NVIDIA GPU enables Reflex in every title.

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What 360Hz adds—and what it does not

A 360Hz display has a refresh interval of about 2.78 milliseconds, calculated as 1,000 milliseconds divided by 360 refreshes per second. For comparison, 240Hz corresponds to about 4.17 milliseconds per refresh. These are intervals between refreshes, not complete measurements of mouse-to-screen latency.

Refresh rate Refresh interval What the figure means
240Hz About 4.17 ms Arithmetic from 1,000 ms ÷ 240; interval between refreshes.
360Hz About 2.78 ms Arithmetic from 1,000 ms ÷ 360; interval between refreshes. NVIDIA’s 2020 360Hz G-SYNC display announcement described frame refresh timing as less than 3 ms.

A shorter refresh interval can make a new frame eligible to appear sooner, but a monitor cannot display 360 distinct frames per second if the system is not rendering them. Nor does refresh rate alone measure the entire path from a mouse click through the game and PC to the pixels on screen. NVIDIA Research described a high-end competitive setup in 2019 as having about 15 ms of system latency at a 240Hz refresh rate; that is a description of that setup, not a prediction for every 240Hz system or a direct 240Hz-versus-360Hz test.

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NVIDIA described its 360Hz G-SYNC esports displays as retaining variable refresh and tear-free operation while refreshing in less than 3 ms. Actual behavior depends on the display and configuration; check the exact model’s specifications and confirm its refresh rate and VRR/G-SYNC state in your setup.

What Reflex Analyzer measures

NVIDIA defines system latency as the time from a peripheral event through PC and display processing to the resulting pixels. A compatible Reflex Analyzer mouse lets the monitor detect the click and measure the end-to-end response. Without that mouse, an Analyzer display can still report PC-plus-display latency, but not the full peripheral-to-display measurement. NVIDIA’s setup guide describes the full system-latency measurement as requiring a supported Analyzer mouse.

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The distinction matters when comparing results: a PC-plus-display figure excludes the mouse’s contribution, while a full system-latency figure includes it. Label the measurement type every time; figures with different scopes are not directly comparable.

How to test Reflex latency reproducibly

The following is a test procedure based on NVIDIA’s documented Analyzer method, not a report of measurements performed for this article. Keep conditions fixed so a change in latency is not confused with a change in scene, settings, or frame-rate cap.

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  1. Record the setup. Note the CPU, GPU, driver version, game version, resolution, graphics preset, display refresh rate, and VRR/G-SYNC state. Record whether the scene is CPU- or GPU-bound if you have a reliable way to establish that.
  2. Choose a repeatable workload. Use the same scene or benchmark path for every run. Keep graphics settings, frame-rate caps, and synchronization settings consistent, and write them down.
  3. Compare the available Reflex modes. Run Reflex Off and Reflex On; also test Reflex On plus Boost if the game offers it. Do not compare different scenes or settings and attribute the whole difference to Reflex.
  4. Set up the Analyzer when available. Connect the display by DisplayPort, connect a compatible mouse to the monitor’s designated Analyzer USB port, and enable the in-game latency flash indicator if the game provides one. Use the monitor readout or overlay. NVIDIA says the Analyzer detects the mouse click and the resulting pixel change.
  5. Collect repeated samples. Repeat the same action enough times to show variation. Report the average and percentile latency when the game or Analyzer exposes them, and state whether the values are PC-plus-display or full system latency.
  6. Report the conditions with the result. Include the recorded hardware, software, display, scene, frame-rate cap, and synchronization details. Without those conditions, a latency figure is difficult to reproduce or interpret.

A useful comparison is the latency distribution under each mode, with FPS and frame-rate stability reported alongside it. A higher FPS number by itself does not establish that clicks reach the screen sooner.

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Choosing a 360Hz Reflex display or compatible mouse

A 360Hz display is most relevant if the games you play and your PC can sustain high frame rates, and you value the shorter refresh interval. Consider the game support, actual frame rate, measured latency, and VRR behavior together. If a system cannot approach the display’s refresh rate in the games and settings that matter to you, the 360Hz specification alone is not evidence of a meaningful end-to-end latency improvement.

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NVIDIA has named Acer, Alienware, ASUS, and MSI among its 360Hz display partners, and ASUS, Logitech, Razer, and SteelSeries among makers of supported esports mice. Those are manufacturer-level examples, not confirmation that every product from those brands works with Reflex Analyzer. Before buying, verify the exact display or mouse model and any firmware requirements against NVIDIA’s current compatibility information. A compatible Analyzer mouse is needed for full click-to-pixel system-latency measurement; it is not a prerequisite for using an Analyzer display to report PC-plus-display latency.

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