I would be very interested in something like this if it can measure latency in-game.
Measuring latency inside a test application is not that useful to me; that's only going to give results similar to the Bodnar lag tester. (though being resolution-independent is nice)
If it could send a signal like a left-mouse click to fire a gun and then measure when the screen flashes, that would be very useful, because then you would be able to measure the effects of various settings on latency. (V-Sync, Fast-Sync, G-Sync, Pre-rendered Frames, RTSS, Drive FPS cap etc.)
New device: GILT Game Input Lag Tester
Re: New device: GILT Game Input Lag Tester
I found a V1 for cheap. Will buy and measure the latencies again properly.
Btw I'm thinking about adding a button to my tester and the LED. In the software you will have an option to assign a key stroke or a mouse button, so anyone curious about it's accuracy will be able to test it using a camera. What do you think about that additional idea?
Btw I'm thinking about adding a button to my tester and the LED. In the software you will have an option to assign a key stroke or a mouse button, so anyone curious about it's accuracy will be able to test it using a camera. What do you think about that additional idea?
Re: New device: GILT Game Input Lag Tester
Not entirely true. It wil give precise results for every game which is configured as the application is. For example if your game is set up with vsync on+doublebuffer+1 prendered frame will give exact same result as my application.Glide wrote:I would be very interested in something like this if it can measure latency in-game.
Measuring latency inside a test application is not that useful to me; that's only going to give results similar to the Bodnar lag tester. (though being resolution-independent is nice)
If it could send a signal like a left-mouse click to fire a gun and then measure when the screen flashes, that would be very useful, because then you would be able to measure the effects of various settings on latency. (V-Sync, Fast-Sync, G-Sync, Pre-rendered Frames, RTSS, Drive FPS cap etc.)
Btw: games with 3 prerendered frames or more is just a bad coding. Triple buffering is a way to avoid /2 framerate drops if you cannot achieve constant framerate of your display.
Re: New device: GILT Game Input Lag Tester
That would be possible with the addition of a button I mentioned in one of my prefious posts. The app could sit in the background measuring the brightness spikes. Will think about making the GILT as versatile as possible.Glide wrote: If it could send a signal like a left-mouse click to fire a gun and then measure when the screen flashes, that would be very useful, because then you would be able to measure the effects of various settings on latency. (V-Sync, Fast-Sync, G-Sync, Pre-rendered Frames, RTSS, Drive FPS cap etc.)
- lexlazootin
- Posts: 1251
- Joined: 16 Dec 2014, 02:57
Re: New device: GILT Game Input Lag Tester
Measuring lag with a camera sucks. This is a much better idea.Oomek wrote:That would be possible with the addition of a button I mentioned in one of my prefious posts. The app could sit in the background measuring the brightness spikes. Will think about making the GILT as versatile as possible.
Re: New device: GILT Game Input Lag Tester
It doesn't if you use a 1000fps camera. For me It's just a way to validate the results. Personally I don't trust Leo Bodnar. As the admin explained in one of his posts, too many unknown variables.lexlazootin wrote:Measuring lag with a camera sucks. This is a much better idea.Oomek wrote:That would be possible with the addition of a button I mentioned in one of my prefious posts. The app could sit in the background measuring the brightness spikes. Will think about making the GILT as versatile as possible.
Re: New device: GILT Game Input Lag Tester
The method I used for in-game measurements was to have the test device register a large mouse movement, measure the delay from the USB ISR to the next rising edge in brightness, move the mouse back to where it was, push the measurement to the log, wait long enough for the serial data to clear, the screen to get dark again, and the photoresistor to settle down, then repeat.Oomek wrote:That would be possible with the addition of a button I mentioned in one of my prefious posts. The app could sit in the background measuring the brightness spikes. Will think about making the GILT as versatile as possible.Glide wrote: If it could send a signal like a left-mouse click to fire a gun and then measure when the screen flashes, that would be very useful, because then you would be able to measure the effects of various settings on latency. (V-Sync, Fast-Sync, G-Sync, Pre-rendered Frames, RTSS, Drive FPS cap etc.)
In game, you set your self up so you're looking at the shadowed side of a building and the camera motion either puts you looking up at the sky or to the side into stuff illuminated by sunlight. Then you press the button, tweak your threshold if necessary, mark your data start point, and go get a snack while your monitor tries to give your chair a seizure.
Re: New device: GILT Game Input Lag Tester
LCDs:lexlazootin wrote:Was that a CRT? what hz?Q83Ia7ta wrote:Nikon 1 V1 or J1. 1200fps record.
Logitech g100s (500Hz).
1000fps ioquuake3 and ofc vsync off.
It's kinda inaccurate since LED doesn't light up immediately. I think it's bad LED or bad resistor choice. (made by mate).
Re: New device: GILT Game Input Lag Tester
It's takes many time to search frames with start of transaction and these series Nikon records only 5 or 7 seconds. Because it records to RAM and dumps to SD after finish.lexlazootin wrote:Measuring lag with a camera sucks. This is a much better idea.
Re: New device: GILT Game Input Lag Tester
LED and resistor choice shouldn't matter much. What do you mean by not lighting up immediately? As in you can see physical movement of the button before the thing lights up? That would be caused by a combination of switch actuation point, the time it takes the switch contact to fly across the gap, and possibly bouncing, depending on how long your shutter is open.Q83Ia7ta wrote:LCDs:lexlazootin wrote:Was that a CRT? what hz?Q83Ia7ta wrote:Nikon 1 V1 or J1. 1200fps record.
Logitech g100s (500Hz).
1000fps ioquuake3 and ofc vsync off.
It's kinda inaccurate since LED doesn't light up immediately. I think it's bad LED or bad resistor choice. (made by mate).