flood's input lag measurements

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Re: flood's input lag measurements

Postby flood » 08 Dec 2016, 23:20

you're on 64bit right?

try this
http://www.filedropper.com/showdownload.php/test_343

left click or alt+f4 to close
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Re: flood's input lag measurements

Postby lexlazootin » 09 Dec 2016, 03:00

Ah perfect!

I just had to make sure to turn off V-Sync and i'm good to go! My computer does have a 9999fps cap for some reason though but it's good enough!

Thanks mate! :)

Edit: my fault, Fraps only checks up to 9999fps, my fps count was 16000.
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Re: flood's input lag measurements

Postby flood » 10 Dec 2016, 01:44

soooooooo

gpu scaling on my old pc (i7 920, x58, gtx580)

adds

~120us input lag
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Re: flood's input lag measurements

Postby spacediver » 10 Dec 2016, 10:53

very cool, probably the first time this info has been made public, or has even been measured.
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Re: flood's input lag measurements

Postby Q83Ia7ta » 10 Dec 2016, 15:33

flood wrote:soooooooo

gpu scaling on my old pc (i7 920, x58, gtx580)

adds

~120us input lag

thanks for sharing!
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Re: flood's input lag measurements

Postby flood » 10 Dec 2016, 19:27

actually i'm not sure how much it adds. whatever it is, it's negligible

np.mean(np.loadtxt("log_1600x1200_85_d.txt"))
Out[7]: 1485.0177536908989

np.mean(np.loadtxt("log_1280x960_85_7350_gpuscaled.txt")) # upscaled to 1600x1200 by gpu
Out[8]: 1534.7039894926941

np.mean(np.loadtxt("log_1280x960_85_7700.txt")) # after adding a 1280x960 mode with CRU and rebooting
Out[9]: 1522.5928985507246


numbers are average latencies in us. filename format is "log_<width>x<height>_<refresh rate>_<dx9test framerate>_<notes>"
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Re: flood's input lag measurements

Postby flood » 10 Dec 2016, 20:19

lexlazootin wrote:https://youtu.be/9ty1arbqepU
http://www.mediafire.com/download/kkrav ... o_dust.zip
It's about the same as the fps you would get on dust2.

I would just edit dust2 and place a bunch of these boxs around the place but rendering the whole map would probably take a full day, i might look into writing a sourcemod plugin to do it.

k measurements on this map, for m_rawinput 1, mat_queue_mode 0 and 2. framerates were 325 and 550 respectively

screenshot because i'm lazy:
Image
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Re: flood's input lag measurements

Postby flood » 10 Dec 2016, 21:10

csgo m_rawinput 0/1, with mat_queue_mode 0

framerate was around 325-330 consistently

8 consecutive batches of measurements in this sequence:
A: m_rawinput 1
B: m_rawinput 0
C: m_rawinput 0
D: m_rawinput 1
E: m_rawinput 0
F: m_rawinput 1
G: m_rawinput 1
H: m_rawinput 0

the teensy is plugged in for 1 minute for each batch. no alt-tabbing.
aroudn 1750 measurements per batch

Image

m_rawinput 0 is ~225us faster pretty consistently.
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Re: flood's input lag measurements

Postby Sparky » 10 Dec 2016, 21:39

flood wrote:
lexlazootin wrote:https://youtu.be/9ty1arbqepU
http://www.mediafire.com/download/kkrav ... o_dust.zip
It's about the same as the fps you would get on dust2.

I would just edit dust2 and place a bunch of these boxs around the place but rendering the whole map would probably take a full day, i might look into writing a sourcemod plugin to do it.

k measurements on this map, for m_rawinput 1, mat_queue_mode 0 and 2. framerates were 325 and 550 respectively

screenshot because i'm lazy:
Image
Looks like you got GPU limited. maybe try mqm 2 with fps_max 500?
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Re: flood's input lag measurements

Postby flood » 10 Dec 2016, 22:07

what do you expect that to do though?
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