To reduce input lag in Overwatch 2, turn on NVIDIA Reflex Low Latency (or Reduce Buffering on AMD and Intel GPUs), play in Fullscreen, turn off V-Sync and Triple Buffering, cap your frame rate at a level your PC can hold in team fights, and enable High Precision Mouse Input. Then use the in-game performance stats to separate system latency, which those settings fix, from network delay, which they do not. Blizzard dropped the “2” from the name in February 2026, so the game may appear simply as Overwatch in your launcher; the latency principles below apply either way.

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Where input lag actually comes from

Input lag is the time between clicking and seeing the result on screen. It is built from several stages, and each one responds to different settings. The numbers below are simple arithmetic from polling rates, refresh rates and frame rates, not measurements of a particular PC.

Stage How the delay is set Example values What you control
Mouse polling 1 ÷ polling rate 125 Hz = 8 ms, 1,000 Hz = 1 ms, 4,000 Hz = 0.25 ms Mouse software
Game and render work 1 ÷ frame rate, per frame 60 FPS = 16.7 ms, 144 FPS = 6.9 ms, 240 FPS = 4.2 ms Graphics settings, frame cap
Render queue Queued frames × frame time 2 queued frames at 144 FPS ≈ 13.9 ms extra Reflex, Reduce Buffering, V-Sync
Display refresh 1 ÷ refresh rate 60 Hz = 16.7 ms, 144 Hz = 6.9 ms, 240 Hz = 4.2 ms, 360 Hz = 2.8 ms Monitor and Windows refresh setting

The render queue row explains why Reflex matters so much. When your GPU is fully loaded, the CPU races ahead and lines up frames waiting to be drawn. Each queued frame is a full frame of delay on top of everything else. At 144 FPS, two waiting frames add nearly 14 ms, which is more than the whole display refresh interval. Removing that queue is the single biggest latency win available in the settings menu.

Step-by-step: the video settings that cut lag

  • Display Mode: Fullscreen. Borderless and windowed modes hand presentation to the Windows compositor, which can add delay on some systems.
  • NVIDIA Reflex Low Latency: Enabled on GeForce cards. Use Enabled + Boost if you are CPU-bound (GPU usage well under 95%) and do not mind slightly higher power draw; Boost keeps GPU clocks high so frames finish sooner.
  • Reduce Buffering: On. This is the main option for Radeon and Arc owners, because Reflex is NVIDIA-only.
  • V-Sync: Off in the game. If you own a G-Sync or FreeSync display, see the decision table below.
  • Triple Buffering: Off. It only applies with V-Sync and adds a buffered frame.
  • Frame Rate: choose Custom and set a cap you can hold during six-versus-six fights, not just in an empty spawn room.
  • Dynamic Render Scale: Off. It changes resolution on the fly, which makes frame times less consistent.
  • Render Scale: 100% on capable GPUs. Dropping to 75–85% is a better trade than running a frame rate that keeps collapsing.
  • Graphics Quality: Low or Medium for competitive play. Shadow Detail, Local Fog Detail, Dynamic Reflections and Ambient Occlusion are the heavy options and add little to visibility.

Also turn on Enable High Precision Mouse Input. It lets the game process your shot at the exact moment you click rather than waiting for the next frame boundary, which matters most when your frame rate is lower than your mouse polling rate.

Choose your sync and frame cap setup

The right combination depends on your GPU brand and whether your monitor has variable refresh rate (VRR). Use this matrix as a starting point.

Your setup V-Sync Latency option Frame cap
NVIDIA GPU + G-Sync monitor Off in game, On in NVIDIA Control Panel Reflex Enabled About 3–4% under refresh (for example about 138 at 144 Hz and 225–230 at 240 Hz); Reflex can apply this automatically
NVIDIA GPU, fixed refresh monitor Off Reflex Enabled or Enabled + Boost Highest value you hold steadily; uncapped is acceptable with Reflex
AMD GPU + FreeSync monitor Off in game Reduce Buffering On, Anti-Lag On in AMD Software 3–5 FPS under refresh
AMD or Intel GPU, fixed refresh Off Reduce Buffering On, driver anti-lag where available Steady value just above refresh, or GPU usage below about 95%
Laptop or older CPU Off Reflex if available, otherwise Reduce Buffering A value held through fights, often 120 or 144

The reason for capping just under refresh on VRR displays is that the monitor stays inside its variable range, so it never falls back to V-Sync behavior and its extra buffering. On fixed refresh screens, a higher frame rate still lowers latency even above the refresh rate, because each displayed frame is newer.

Measure, don’t guess

Enable Display Performance Stats in the options and turn on the readouts for frame rate, system latency, network latency and interpolation delay. System latency is shown when Reflex is active on supported hardware and covers the PC side of the chain. Watch it in a busy fight:

  • If system latency rises sharply while GPU usage sits at 97–99%, your GPU is the limit. Lower Render Scale or graphics quality, or lower the frame cap.
  • If frame rate drops but GPU usage is low, you are CPU-bound. Reflex Enabled + Boost and closing background apps help more than lowering graphics.
  • If system latency is low but shots still feel late, look at network latency and packet loss rather than video settings.

Windows, mouse and monitor checks

  • Confirm your monitor actually runs at its rated refresh rate in Windows advanced display settings. A 240 Hz panel left at 60 Hz quadruples the refresh interval.
  • Use DisplayPort or a cable and port that support your full refresh rate at your resolution.
  • Keep Windows Game Mode on and close capture or overlay tools you are not using, since some hook into the game’s rendering.
  • Set mouse polling to 1,000 Hz. Rates of 4,000 or 8,000 Hz cut polling delay further but use more CPU time, which can reduce frame rate on older processors.
  • Enable your monitor’s fastest response-time mode that does not cause visible overshoot ghosting.
  • Update your GPU driver; Reflex and driver anti-lag features improve over time.

Network delay is a separate problem

If abilities fire late or you die behind cover, the cause is often network latency rather than input lag. Play on a wired Ethernet connection, pause cloud backups and large downloads, and keep other devices from streaming video while you play. Watch the packet loss stat: even small amounts cause rubber-banding that no graphics setting can fix. Interpolation delay that jumps around usually points to an unstable connection or Wi-Fi interference.

Frequently asked questions

Should I use Reflex and Reduce Buffering together?

On NVIDIA cards Reflex is the stronger option and manages the render queue on its own, so Reduce Buffering adds little. On AMD and Intel GPUs, Reduce Buffering is the in-game tool to use.

Is an uncapped frame rate always lower latency?

Not without Reflex. An uncapped, GPU-bound game builds a render queue that can add more delay than a slightly lower cap would. With Reflex enabled, uncapped play on a fixed refresh monitor is fine.

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