This game reacts really well to injecting MFG, I thought about testing it out to further lower GPU overhead and thus fan noise and reference against not only input latency but frame time queue and general pacing performance that could result in realistic or perceived "lag".
I then let Gemini analyse the DLSS Enabler metrics overlay on each screenshot:
Base settings in game: Epic preset / DLSS Quality / 4K output
FG disabled:
2xFG:
4xMFG:
Gemini:
The verdict at the end is bang on really, 4x is more than playable, but 2x is the best balance as 5ms latency introduction going from an average 95fps to a locked 120fps offers a noticeable motion experience with no perceptible introduction of mouse input latency.
I noted my preference for RTSS since it uses Reflex hook anyway so adds no additional latency into capping like the Nvidia control panel or NVapp driver level global cap does, Gemini said:
An interesting test in an engine I wasn't expecting to fare so well with injecting a mod this way.
The takeaway from this is I learned having the max fps cap in the nvidia driver is not the most optimum way because that cap is applied at the end of the pipeline, not at the start which is where Reflex is doing its thing (and in turn RTSS with its Reflex hook).
So optimum usage is Gsync on + Vsync on for those who don't notice any OLED VRR flicker, for those who do on their displays, both off and set your framerate caps either ingame or with RTSS and have reflex on. This keeps end to end latency as low as possible and the GPU driver is not adding any extra ms.