Performance Guide
How to Reduce Input Lag in CS2 & Valorant: Complete Guide
Input lag — the delay between moving your mouse and seeing it reflected on screen — is not the same as framerate. If you want to learn how to reduce input lag in CS2 and how to reduce input lag in Valorant, this complete guide walks through every layer of the signal chain: competitive in-game settings, GPU features (Nvidia Reflex, AMD Anti-Lag 2), mouse polling rate, monitor sync and overdrive, and Windows latency tweaks — giving you an optimized low-latency configuration for both titles.
- 12 min read
Input Lag vs FPS — Why They're Not the Same Thing

Understanding the input lag vs fps difference is essential for competitive gaming. Input lag (system latency) is the total time between a physical input — moving your mouse, pressing a key — and the moment the resulting frame appears on your monitor. Framerate (FPS) measures how many frames your GPU renders per second. These two numbers are related but not equivalent, and conflating them is the root cause of most failed optimization attempts. The render pipeline has multiple stages, each adding latency: the CPU samples input and simulates the game world, the GPU renders the frame, the frame waits in a queue before the display driver presents it, and the monitor draws the frame from top to bottom (scan-out). The largest and most controllable source of latency in this chain is the render queue — also called the pre-render queue or flip queue — which holds completed frames waiting to be displayed. Without active management, this queue can buffer 2–4 frames, adding 15–50ms of input lag even at high framerates. The second most common latency source is GPU-bound rendering: when your GPU cannot keep up with your target framerate, it falls behind and frames pile up in the render queue. This is why uncapped framerates with no sync often feel more responsive than V-Sync — V-Sync hard-caps the queue at exactly one frame, but forces the GPU to wait for monitor refresh timing, which adds exactly one refresh interval of latency. The goal of every technique in this guide is to reduce latency in CS2 and reduce latency in Valorant by keeping the render queue short and preventing the GPU from becoming a bottleneck.
In-Game Settings That Actually Reduce Input Lag
Several settings inside CS2 and Valorant directly affect how frames are queued and delivered to your monitor. Applying the best input lag CS2 settings and Valorant input lag fix configurations is the highest-impact change you can make without any hardware investment.
1Choose the Right Display Mode (Exclusive Fullscreen vs Borderless)
CS2: Video Settings → Display Mode. Valorant: Settings → Video → Display Mode. Historically, Exclusive Fullscreen bypassed the Windows Desktop Window Manager (DWM) compositor while Borderless Windowed routed frames through it, adding a compositor buffer. That gap still exists in older presentation models, but both CS2 and Valorant now use the DXGI flip model for presentation, which lets Borderless Windowed hand frames to the display almost as directly as Exclusive Fullscreen does — on a modern Windows 10/11 setup with up-to-date GPU drivers, the measured latency difference between the two modes is small and often within margin of error. Exclusive Fullscreen input lag benefits can still matter if you use G-Sync/FreeSync and want the game to fully control the refresh rate, or if you've noticed inconsistent frame pacing in Borderless on your specific system. Borderless is the more convenient default for Alt-Tab, streaming, and multi-monitor setups, and it's a reasonable choice for most players. If you're chasing every last millisecond, test both on your own rig — the 'always use Exclusive Fullscreen' advice is common but is based on older engines that lacked flip-model presentation.
Some streaming and capture tools (OBS, GeForce Experience overlay) behave differently depending on display mode, and Exclusive Fullscreen can complicate Alt-Tab or multi-monitor capture on some setups. If you rely on these tools, Borderless is usually the safer choice with little to no latency cost on a modern system.2Cap Your Framerate Correctly (FPS Cap Input Lag Reduction)
Uncapped framerates sound better but often produce higher input lag in practice. When your GPU renders frames faster than the monitor can display them, frames pile up in the render queue — and the frame shown on screen may be 3–5 frames old. The fix is to cap FPS slightly below your GPU's maximum output to keep the render queue empty without starving it. If you use Nvidia Reflex (see next section), let Reflex manage this: its built-in limiter already targets the optimal cap, and stacking a separate manual fps_max on top of it is redundant and can occasionally work against the Reflex limiter rather than with it. Without Reflex: cap to your monitor's refresh rate if GPU-bound, or to 2–3× your refresh rate if CPU-bound (e.g., 300–360 FPS cap for a 144Hz monitor). CS2: set fps_max in console or launch options. Valorant: Settings → Video → Max Framerate.
Setting your FPS cap too low (at or below refresh rate) without a proper sync solution can cause frametime variance — stuttering — that increases perceived input lag even if measured latency is technically reduced. The sweet spot is finding the cap where your GPU is not building a queue but is also not starved.3Disable V-Sync in Both Game and Driver
V-Sync forces every frame to wait for the monitor's vertical refresh signal before being displayed, eliminating screen tearing but adding exactly one refresh interval of latency (6.9ms at 144Hz, 4.2ms at 240Hz) plus the time frames spend waiting in the queue. For competitive CS2 and Valorant, V-Sync should be disabled both in-game (Video Settings → V-Sync: Off) and in your GPU driver control panel (Nvidia Control Panel → Manage 3D Settings → Vertical Sync: Off, or AMD Software → Gaming → Vertical Sync: Off). The tearing this produces at high FPS is visually tolerable during gameplay — the tearing line moves through the image quickly and the lower latency is worth the trade-off for most competitive players.
4Set Texture Detail and Shadow Quality Low (CPU Headroom)
This is not about visual quality — it is about keeping your CPU frame time short. CS2 and Valorant are CPU-bound games: the main thread must simulate player positions, calculate network state, and prepare draw calls before the GPU can render. High shadow cascades and high-resolution texture streaming create CPU-side work that directly increases frame preparation time. In CS2: Shadows → Very Low, Global Shadow Quality → Low. In Valorant: Quality settings that affect CPU most are Material Quality and Detail Quality — set both to Low for minimum CPU frame time. These changes reduce system latency more reliably than any Windows tweak.
Nvidia Reflex & AMD Anti-Lag 2: What They Do and When to Use Them
Nvidia Reflex and AMD Anti-Lag 2 are the most effective single-setting changes for reducing system latency available to most players, and both are now supported in CS2 and Valorant. Both work by coordinating CPU and GPU workloads to minimize the render queue depth — the primary source of input lag in GPU-rendering pipelines.
1Enable Nvidia Reflex in CS2 and Valorant (Nvidia Reflex CS2 / Valorant)
CS2: Options → Video → Advanced Video → NVIDIA Reflex Low Latency → On (or On + Boost). Valorant: Settings → Video → NVIDIA Reflex Low Latency → On (or On + Boost). When Reflex is enabled, the Nvidia driver throttles CPU frame submission to prevent the GPU render queue from growing beyond one frame. This eliminates the 2–4 frame queue that forms without intervention and typically reduces system latency by 15–35% in GPU-bound scenarios. The 'On + Boost' mode additionally raises GPU clock priority when the render queue is empty — use this on mid-range GPUs (RTX 3060/4060 tier) where GPU clock boost speed can be a latency factor. On high-end GPUs already running at full boost, 'On' and 'On + Boost' produce nearly identical latency.
Reflex only activates when the GPU is rendering — if your system is CPU-bound (GPU usage below ~90%), Reflex has less effect since the render queue does not build up in CPU-bound scenarios to begin with. In this case, focus on reducing CPU frame time instead (lower shadow quality, lower simulation settings, overclock CPU if possible).2Use AMD Anti-Lag 2 in CS2 and Valorant (AMD GPU Users)
AMD Anti-Lag 2 is a driver-assisted, game-integrated equivalent of Reflex. It's built into CS2's render loop, and Valorant added native Anti-Lag 2 support as well, so AMD users on both games have a Reflex-equivalent option — you'll need an RDNA-generation GPU (or newer) and a current AMD driver. Enable it in AMD Software: Adrenalin Edition → Gaming → [game] → Anti-Lag 2: On, and confirm the in-game toggle is switched on as well (it isn't always enabled by default after an update). Anti-Lag 2 reduces system latency in Valorant and CS2 measurably in GPU-bound scenarios by inserting pacing between CPU frames to prevent the GPU queue from growing. Real-world testing shows the gain is system-dependent: players who are already GPU-bound see a clear improvement, while those on high-end AMD cards running mostly CPU-bound (which is common in CS2/Valorant at lower settings) may notice only a small difference. It's still worth enabling — there's no real downside — but don't expect it to close 100% of the gap with a well-tuned Nvidia Reflex setup on every system.
3Measure Your System Latency with Reflex Analyzer (Optional)
If you have an Nvidia GPU and a G-Sync Compatible monitor with the Reflex Latency Analyzer feature (identified by 'G-Sync Ultimate' or 'Reflex Latency Analyzer' in the monitor specs), you can measure your actual end-to-end system latency in milliseconds using the Nvidia FrameView tool or RTSS overlay. This is the most accurate way to confirm whether your settings changes are having the intended effect. Without this hardware, use Nvidia's own latency simulator tool or CapFrameX to measure frametime variance as a proxy for latency consistency.
Peripheral Latency: Mouse, Keyboard, and the Chain That Adds Up
Your mouse and keyboard each add latency to every input before it even reaches your PC. These delays are small individually but compound with system latency — and most players have at least one peripheral running at a suboptimal configuration.
1Set Mouse Polling Rate to 1000 Hz (Mouse Polling Rate Input Lag Fix)
Polling rate is how often your mouse reports its position to your PC. At 125 Hz, the mouse reports every 8ms — meaning any movement you make can wait up to 8ms before the game engine even sees it. At 1000 Hz, that wait is 1ms. For CS2 and Valorant — which run at 64-tick and 128-tick servers respectively — 1000 Hz is the correct target to eliminate mouse polling rate input lag. Set polling rate in your mouse software (Logitech G Hub, Razer Synapse, SteelSeries GG). Budget gaming mice including the Logitech G203 and Razer DeathAdder Essential support 1000 Hz natively. Polling rates above 1000 Hz (2000/4000/8000 Hz) exist on flagship mice and do reduce theoretical latency further, but the benefit is below human perceptual threshold for most players and these modes increase CPU overhead measurably on mid-range CPUs.
2Use a Wired Connection for Mouse and Keyboard
Wireless peripherals using 2.4 GHz USB dongles (Logitech LIGHTSPEED, Razer HyperSpeed, SteelSeries Quantum 2.0) have latency comparable to or lower than wired on modern implementations — typically 1ms at 1000 Hz, identical to wired in practice. However, Bluetooth peripherals add 7–12ms of additional protocol latency and should not be used for competitive play. Old wireless mice using earlier RF protocols (anything pre-2018) may have higher and inconsistent latency. If you are unsure, wired is always zero-uncertainty.
3Use a Keyboard with High Polling Rate and Fast Switch Actuation
Standard keyboards poll at 1000 Hz — the same as mice. Some competitive keyboards now offer 2000/4000/8000 Hz keyboard polling (Razer Turret, Wooting 60HE, etc.) but as with mice, the benefit over 1000 Hz is sub-perceptual for most players. More impactful for CS2 and Valorant is switch actuation: optical and Hall Effect magnetic switches (e.g., Wooting's Lekker switches — made for Wooting by Gateron — or other Hall Effect boards using Gateron's Magnetic Jade line, and Razer's optical switches) have virtually zero debounce delay — they register the moment the light beam or magnetic field is broken. Traditional mechanical switches use a debounce firmware delay of 5–15ms to prevent contact bounce from being registered as multiple keypresses. For counter-strafing timing in CS2 and ability cancelling in Valorant, this 5–15ms debounce difference is genuinely meaningful.
Rapid Trigger is a keyboard firmware feature (Wooting, some Razer models) that registers key release as soon as the switch begins moving upward, not at the top of the travel. In CS2, this means counter-strafes register faster — your character stops sliding sooner after releasing the movement key. This is a real and measurable advantage. It is not input lag reduction per se, but it is a responsiveness improvement that directly affects gameplay timing.4Plug Peripherals into USB Ports Directly — Avoid Hubs
USB hubs introduce additional protocol overhead and can cause polling rate degradation: a mouse set to 1000 Hz connected through a USB 2.0 hub shared with other high-bandwidth devices may receive interrupts less frequently than expected, effectively reducing actual polling rate below the configured value. Plug your mouse and keyboard directly into USB ports on the motherboard's rear I/O panel or into a dedicated USB controller port. Front panel USB connectors are generally fine but on some systems share a bus with other high-traffic devices — if you notice polling rate inconsistency (test with a free online polling rate checker), try the rear panel.
Monitor Settings for Minimum Latency
Your monitor is the last component in the input lag chain — and it introduces its own latency through pixel response processing, sync technology, and overdrive settings. Getting this right can add or remove 5–15ms of end-to-end latency.
1Enable G-Sync or FreeSync — But Configure It Correctly
G-Sync (Nvidia) and FreeSync (AMD) dynamically adjust the monitor's refresh rate to match your GPU's current output framerate, eliminating tearing without the hard latency penalty of V-Sync. The correct configuration for competitive play: enable G-Sync/FreeSync, enable in-game V-Sync (this prevents the GPU from running above the monitor's max refresh and causing uncapped-style tearing), and set your FPS cap to 3–5 FPS below the monitor's maximum refresh (e.g., 237 FPS cap for a 240Hz G-Sync monitor). This keeps the adaptive sync range active while preventing the GPU from dropping below the sync range and falling back to V-Sync behavior. With Nvidia Reflex enabled alongside G-Sync, Reflex also removes the additional V-Sync latency from this configuration — giving you tear-free output at near-uncapped latency.
Running G-Sync with V-Sync disabled and no FPS cap can produce tearing and render queue build-up when FPS exceeds the monitor's refresh rate — exactly the situation G-Sync is designed to prevent. Always pair adaptive sync with an FPS cap or Reflex.2Configure Overdrive (Response Time) Correctly
Monitor overdrive applies an electrical boost to accelerate pixel transitions. Too little overdrive and pixels transition slowly, causing motion blur. Too much overdrive and pixels overshoot their target color, causing inverse ghosting (a bright halo behind moving objects) — which is visually distracting and can obscure enemy outlines in CS2 and Valorant. Most monitors offer 3–5 overdrive levels (Off / Low / Medium / High / Extreme). For competitive play: test each level by moving the crosshair quickly across a plain surface and observing whether a bright trailing halo appears. Use the highest level that does not produce visible inverse ghosting. On most IPS and TN panels, Medium or High is optimal. OLED panels have near-instant pixel response and do not require overdrive.
3Disable All Post-Processing Modes in Monitor OSD
Modern monitors ship with an array of image processing features that add input latency: Dynamic Contrast, Low Blue Light modes, Color Vibrance enhancement, Super Resolution / AI Upscaling, and Black Frame Insertion (BFI). Every processing pass adds latency — typically 1–5ms per active feature, but some features (Super Resolution, AI upscaling) can add 10–20ms. Check your monitor's OSD menu and disable: Dynamic Contrast, Super Resolution, Black Frame Insertion (BFI adds perceived motion clarity but halves effective brightness and can add frame-timing inconsistency), any 'Game Enhancer' visual modes that are not native color profiles. If your monitor has a dedicated 'Game Mode' or 'Low Latency Mode' in OSD, enable it — this preset typically disables all processing and switches to the minimum input lag configuration.
4Use 1080p at Native Refresh Rate (Don't Upscale if Avoidable)
Running your monitor at a non-native resolution with GPU scaling enabled (e.g., 1280×960 stretched to a 1920×1080 panel) adds a scaling pass that can add 1–5ms of processing latency depending on the scaling method and driver. CS2 players who use 4:3 stretched for preference should set the scaling to the GPU (Nvidia: Perform scaling on GPU, Display-based scaling: Off) rather than allowing the monitor to scale — GPU scaling is lower latency and produces cleaner output. Valorant does not support custom resolutions in the same way; play at native resolution.
Windows Settings That Reduce System Latency
Windows is a general-purpose operating system and its defaults are not optimized for minimum input latency. Several settings affect how quickly input events are processed and how consistently the CPU schedules game threads.
1Set Power Plan to High Performance or Ultimate Performance
Windows → Settings → System → Power & sleep → Additional power settings → High performance (or Ultimate Performance if available). The Balanced power plan allows Windows to reduce CPU and GPU clock speeds when load is low to save power — this creates clock ramp-up latency at the start of each frame when the CPU is momentarily idle between frames. High Performance disables this ramping and keeps clocks at their maximum frequency continuously. The latency difference is most noticeable at the start of a round or after a period of low activity; during sustained combat the difference is smaller but still consistent. Note: High Performance increases power consumption and heat — ensure your CPU cooler is adequate before switching permanently.
2Disable Enhance Pointer Precision (For Consistency, Not In-Game Latency)
Windows Settings → Bluetooth & devices → Mouse → Additional mouse settings → Pointer Options → uncheck Enhance pointer precision. This setting applies a Windows-level acceleration curve to the desktop cursor. It's worth turning off for a consistent OS-wide feel, but it's important to know what it does and doesn't affect: both CS2 and Valorant read mouse movement via raw input by default during actual gameplay, which bypasses the Windows pointer pipeline entirely — so Enhance Pointer Precision has no effect on your in-game aim in either title. Where it does matter is menus, the desktop, and any game that doesn't use raw input. Disable it for a consistent system-wide setup, but don't expect it to change how your crosshair feels in a match — if your aim feels inconsistent, look at DPI, in-game sensitivity, polling rate, and mouse pad/sensor combination instead. Also set the pointer speed slider to exactly 6/11 (the center position) as a sane baseline for anything that does use OS-level cursor speed.
3Verify Your Mouse Is Actually Polling at 1000 Hz
Your mouse firmware can report a 1000 Hz polling rate while the USB interrupt scheduling on your system delivers reports less frequently than that — most commonly when a USB port shares bandwidth or an IRQ with another high-traffic device (webcam, audio interface, external SSD). Use a free polling rate checker website to confirm your readings consistently sit close to 1000 (not clustered around 125, 250, or 500). If they're low despite your software showing 1000 Hz, try a different physical USB port — ideally one on the motherboard's rear I/O panel served by a dedicated USB controller rather than a front-panel header or hub.
4Disable Xbox Game Bar and Background Recording
Windows Settings → Gaming → Xbox Game Bar: Off. Windows Settings → Gaming → Captures → Background recording: Off. Game Bar hooks into DirectX and Vulkan present calls to enable screenshot and recording functionality. Even when not actively recording, its hooks add overhead to the frame presentation path, which can add 1–3ms of latency in some scenarios — this applies to CS2, which supports both DX11 (default) and an optional Vulkan render path (`-vulkan` launch option), and to Valorant, which renders exclusively via DirectX 11. Disable it globally if you do not use it for recording or screenshots.
Full Low-Latency Configuration by Setup
Budget Setup (144Hz Monitor, Mid-Range GPU, Gaming Mouse at 1000 Hz)
Priority changes in order of impact, all reducing total latency relative to Windows/game defaults: (1) Enable Nvidia Reflex or AMD Anti-Lag 2 — free, 15–30%+ latency reduction, and let its built-in limiter handle your FPS cap. (2) Disable V-Sync — free, removes 6.9ms floor latency. (3) If not using Reflex/Anti-Lag, manually cap FPS to 2× refresh rate (288 FPS for 144Hz) to prevent render queue build-up. (4) Set mouse polling rate to 1000 Hz — free if your mouse supports it. (5) High Performance power plan — free. (6) Exclusive Fullscreen if your system shows a measurable difference in testing (often marginal on modern engines). Expected total system latency reduction: 20–40ms from stock Windows defaults with default game settings.
Mid-Range Setup (240Hz G-Sync Monitor, RTX 4070 Class GPU, 1000 Hz Mouse)
Baseline: Nvidia Reflex On + Boost, G-Sync + V-Sync in-game + FPS cap at 237. Note this is a deliberate exception to the 'don't stack a manual cap on top of Reflex' rule above: with G-Sync + V-Sync active, the manual cap keeps you inside the adaptive sync range, while Reflex still strips out the added V-Sync latency — the two work together here rather than against each other. Set monitor OSD to Game Mode, disable all post-processing. Set overdrive to Medium (test for inverse ghosting). Mouse: 1000 Hz polling, verified with a polling rate checker. Keyboard: 1000 Hz polling, consider optical or Hall Effect switches for zero debounce. Game settings: Shadows to Very Low, detail to Low for CPU headroom. Windows: High Performance power plan, Game Bar Off, Background Recording Off. Typical end-to-end system latency in Valorant reported with this kind of config using a Reflex Latency Analyzer setup: roughly 10–20ms total — actual results vary by CPU, drivers, and scene.
High-End Competitive Setup (360Hz OLED, RTX 4090 Class, 4000 Hz Mouse)
At this level, diminishing returns set in sharply. The biggest remaining gains come from hardware: 360Hz refresh rate cuts the maximum display latency to 2.8ms per frame. OLED panels have ~0.1ms pixel response vs ~1–4ms for IPS — overdrive is irrelevant. Nvidia Reflex On (not On + Boost — at 4090 GPU boost speed is not a limiter). FPS cap: 357 FPS (3 below max), or let Reflex manage it. Mouse at 4000 Hz: theoretical input latency of 0.25ms vs 1ms at 1000 Hz — benefit is measurable on sensors but sub-perceptual for most human reaction times. Keyboard with Rapid Trigger: meaningful for CS2 counter-strafing precision. Typical reported system latency at this tier with a well-configured setup: roughly 5–12ms end-to-end.
Frequently Asked Questions
Yes, but only up to a point and only if other bottlenecks are removed. More frames per second means each frame represents a shorter slice of time, so the input captured in any given frame is more recent. At 60 FPS, each frame represents 16.7ms of game time. At 240 FPS, each frame represents 4.2ms. However, if you have a large render queue (frames waiting to be displayed), the frame shown on screen may be several frames old regardless of your FPS count. Enabling Nvidia Reflex or AMD Anti-Lag 2 addresses the queue problem — and once the queue is eliminated, higher FPS does translate directly into lower latency at each additional step. The practical ceiling where FPS gains become imperceptible for input lag is around 2–3× your monitor's refresh rate when using Reflex.
Use On + Boost on mid-range GPUs (RTX 3060/4060 tier and below) where the GPU may not be sustaining its maximum boost clock between frames. In this mode, Reflex additionally increases GPU clock priority when the render queue is empty, reducing the time to clock up for the next frame. On high-end GPUs (RTX 4070 Ti and above) that already sustain full boost clocks continuously, On and On + Boost produce virtually identical measured latency — use either. On + Boost has no downside other than slightly higher GPU power consumption when idle, which is negligible.
Yes, directly. At 125 Hz polling, your mouse sends position updates every 8ms — meaning any movement you make between reports is delayed by up to 8ms before the game engine processes it. At 1000 Hz, this delay is at most 1ms. The practical result: 125 Hz polling adds up to 7ms of additional input latency compared to 1000 Hz. For a player running a well-tuned system with 15–20ms total latency, this is a 30–50% increase. Set polling rate to 1000 Hz at minimum. Above 1000 Hz (2000–8000 Hz), the gains are real but sub-millisecond — meaningful in theory but below perceptual threshold for all but the highest-skill professionals.
Yes, in two ways. First, each frame at 240Hz represents 4.2ms of game time versus 6.9ms at 144Hz — so information on screen is more current. Second, the maximum display latency (the time between a frame being ready and it appearing on screen) is 4.2ms at 240Hz vs 6.9ms at 144Hz. In a well-configured system with Reflex or Anti-Lag, this difference is the dominant remaining source of latency — so going from 144Hz to 240Hz can cut display-side latency by ~40%. Most players transitioning from 144Hz to 240Hz describe the difference as clearly noticeable in tracking and reaction timing, particularly in Valorant's first-shot accuracy scenarios where precise timing of still frames matters.
Less than it used to. Older presentation models routed Borderless Windowed frames through the Windows Desktop Window Manager (DWM) compositor, adding a buffer that Exclusive Fullscreen skipped — historically worth several milliseconds. Both CS2 and Valorant now use the DXGI flip model, which lets Borderless Windowed present frames almost as directly as Exclusive Fullscreen, so the gap between the two modes is small on a modern, up-to-date system. Exclusive Fullscreen can still be worth using if you rely on G-Sync/FreeSync and want the game to control the refresh rate directly, or if you notice inconsistent frame pacing in Borderless on your specific hardware — but 'always use Exclusive Fullscreen for input lag' is outdated advice for these two games specifically. Test both on your own setup if you're chasing the last few milliseconds.
Marginally, in CPU-bound scenarios. CS2 and Valorant are CPU-intensive games, and the CPU main thread (which processes input, simulation, and draw call preparation) benefits from lower memory latency. DDR4 3200 MHz CL16 vs DDR4 3600 MHz CL16: approximately 5–8% lower memory access latency with the faster kit. In practice, this translates to 1–2ms improvement in CPU frame time — real but small compared to the gains from Reflex/Anti-Lag 2 or polling rate. If you are building a new system, 3600 MHz CL16 (or 6000 MHz CL30 for DDR5) is the performance sweet spot. Upgrading RAM purely for competitive latency on an existing system is not a high-priority investment.
In order of impact, with no hardware required: (1) Enable Nvidia Reflex or AMD Anti-Lag 2 — reduces system latency by 15–35%+ in GPU-bound scenarios and manages your FPS cap for you. (2) Disable V-Sync — removes 7–17ms of sync latency depending on refresh rate. (3) If not using Reflex/Anti-Lag, set a manual FPS cap to 2–3× monitor refresh rate to prevent render queue build-up. (4) Set mouse polling rate to 1000 Hz in manufacturer software, and verify it with a polling rate checker — reduces peripheral latency by up to 7ms. (5) Set Windows power plan to High Performance — prevents CPU clock throttling. (6) Disable Xbox Game Bar and Background Recording — removes 1–3ms of frame presentation overhead. Disabling Enhance Pointer Precision is worth doing for a consistent desktop feel, but it won't change your in-game aim in CS2 or Valorant since both use raw input. All of the above combined can reduce total system latency by 20–40ms compared to Windows defaults with default game settings — these are the most reliable input lag fixes available through CS2 and Valorant settings alone, without buying new hardware.
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