⚡ Reflex AntiLag
NVIDIA Reflex-style frame pacing for Minecraft — on ANY GPU. 在 Minecraft 中复刻 NVIDIA Reflex 的帧对齐低延迟 —— 支持任意显卡。
Client-Only • Fabric & NeoForge • NVIDIA / AMD / Intel • OpenGL & Vulkan
⚡ What is Reflex AntiLag? / 这是什么?
When your GPU is the bottleneck (heavy shaders, high render distance), vanilla Minecraft lets the CPU run far ahead, so draw calls pile up 1–3 frames deep in the driver queue. Your crosshair moves, but the frame showing it hasn't even started rendering.
Reflex AntiLag puts the CPU to sleep at the top of every frame and wakes it exactly in time to submit the finished command stream the moment the GPU goes idle — Just-in-Time rendering. The queue drains to zero, and your input is the freshest the hardware can possibly show. No FPS lost; the GPU stays saturated.
显卡成为瓶颈时(高倍光影、高视距),原版 Minecraft 会让 CPU 远远跑在前面,导致渲染指令在驱动队列里积压 1~3 帧。你的准星已经动了,但显示这一帧的图像还没开始渲染。
Reflex AntiLag 在每帧起点让 CPU 休眠,并在显卡刚好空闲的那一刻精确唤醒它完成提交 —— 即"即提即渲"。队列被彻底排空,输入新鲜度达到硬件上限,且不损失任何帧率、显卡依旧满载。
🌟 Highlights / 核心亮点
- 🎯 Queue Drained to Zero (队列彻底排空): Aligns command submission with GPU idle, collapsing 1–3 frames of driver backlog down to a sub-millisecond error.
- 🖱️ Freshest Input (最新输入对齐): The sleep is placed strictly before input polling, so the very first thing after waking is sampling your mouse.
- 🧩 True Reflex Marker Parity (与 Reflex 标记逐一对应): Instruments all eight NVIDIA Reflex points — Sleep, InputSample, Simulation Start/End, RenderSubmit Start/End, Present Start/End — plus real GPU-side timestamps.
- 🧠 Zero Config (零配置): Every timing is derived from live measurements, with no magic constants and no manual clamping. Install and play.
- 📊 F3 Pipeline Gantt (F3 实时时序甘特图): Six rows — Last, Input, Simulation, RenderSubmit, Present, GPU — plus a signed alignment error that tells you exactly how close the pacing landed.
- 🚀 Universal Compatibility (全显卡与全后端): Works on NVIDIA, AMD & Intel. Native OpenGL & Vulkan, including the 26.2 / 26.3 RenderPearl architecture.
Supported: Minecraft 1.21.5 – 1.21.11, 26.1 – 26.3 · Fabric & NeoForge
❓ Frequently Asked Questions / 常见问题
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Q: Do I need to configure anything? / 需要手动调参吗? A: No. Every wake-up time is computed from measured frame data, so it self-adjusts as your scene or hardware changes. There's an optional manual offset if you want to experiment. 完全不用。 唤醒时机全部由实测数据推导,场景或硬件变化时会自动跟随。想折腾的话有一个可选的手动偏置项。
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Q: Is this just NVIDIA Reflex? / 这就是 N 卡的 Reflex 吗? A: It's the same algorithm, reimplemented without vendor drivers. Reflex needs GPU timestamps and a sleep API — both of which exist on AMD and Intel too, so the scheduler is genuinely vendor-neutral. 是同一套算法的驱动无关重实现。Reflex 依赖的是 GPU 时间戳与可控休眠,这些在 A/I 卡上同样具备,因此调度器与显卡厂商无关。
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Q: Compatible with Sodium & Iris shaders? / 兼容"钠"和光影包吗? A: 100% Yes. The benefit grows with GPU load, so shader packs are exactly where it shines most. 完美兼容! 与 Sodium、Iris、Embeddium 等主流优化及光影包无缝协同。显卡负载越高,收益越明显。
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Q: Will it lower my FPS? / 会掉帧吗? A: No. It delays when the CPU starts a frame, never how much work it does. The GPU stays fed; in a GPU-bound scene the frame rate is unchanged while latency drops. 不会。它只推迟一帧的开始时机,不减少任何工作量。显卡持续满载,GPU 受限场景下帧率不变而延迟下降。

Give it a star on GitHub if you enjoy the responsiveness!
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