This does make me wonder, why dont the console makers utilize antilag/reflex variants for the consoles? Its clearly a massive improvement.
Well for one - it's a game-specific thing - not a device thing - and some games absolutely do.
It was pretty common to implement specific latency reduction measures for console VR titles as an example (in many cases, superior to what you'd found in PC versions of the same titles).
Eg. one of the titles I worked on, at 60fps, had a 'engine-native' motion-2-photon latency at 45-50ms, which we reduced to 30ms by launch. PC version of the same title achieved a similar latency - but only because it ran at 90fps.
Still, most of what these techs do is just rearrange the rendering pipeline, as reduce stalls.
The biggest gains can be achieved by rearranging rendering and simulation both (and more importantly - how they interact) - but 'viability' of some of those varies greatly from game-to-game - as sometimes the changes are prohibitively complex to implement.
Work NVidia's doing on profiling tools/hw is pretty interesting though as - for many developers, the idea of even measuring this is pretty foreign.