Search found 34 matches

by silikone
24 May 2019, 17:38
Forum: Test UFO Motion Tests
Topic: Motion blur insertion test?
Replies: 1
Views: 462

Motion blur insertion test?

One kind of test that doesn't seem to be among the many available is a comparative showcase of using motion blur/anti-temporal aliasing, seeing as this is a hot subject in the context of video game rendering. The saying goes that games can look "weird" because individual frames with movement remain ...
by silikone
04 Mar 2019, 18:46
Forum: General — Displays, Graphics & More
Topic: Ideal desktop contrast ratio
Replies: 1
Views: 315

Ideal desktop contrast ratio

For a long time, it seems like the contrast ratio of typical flat panels has with a few exceptions stagnated at 1000:1. With the advent of HDR, we're finally seeing contrasts skyrocket. However, is it the right thing to retrofit SDR desktop environments with these advancements? There are two problem...
by silikone
24 Nov 2018, 13:16
Forum: Input Lag
Topic: Networked input lag
Replies: 2
Views: 720

Networked input lag

So the focus here is mostly on the issues surrounding displays and graphics hardware, but I miss seeing some more thorough documentation and explanation of how networked gaming affects the overall pipeline. Now, the tried methods of measuring input lag are probably not going to be affected by networ...
by silikone
14 Jun 2018, 03:59
Forum: Input Lag
Topic: Video color space format and lag?
Replies: 1
Views: 765

Video color space format and lag?

Is it possible that the color format used to transfer a video signal can be a source of input lag? The reason I ask is that the common 4:2:0 subsampling format used for videos is more often than not stored in a planar format, which if sent over a cable serially, would not be able to deliver results ...
by silikone
27 Dec 2017, 18:14
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: What exactly causes V-sync to introduce input lag?
Replies: 27
Views: 10150

Re: What exactly causes V-sync to introduce input lag?

Very informative. Gold star for you! The suggested solution of using RivaTuner to cap the rate below the display frequency does suffer from the problem of eventually running into a microstutter. In practice, desktop activity is probably going to be the main culprit of imperfect pacing for most, but ...
by silikone
26 Dec 2017, 00:54
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: What exactly causes V-sync to introduce input lag?
Replies: 27
Views: 10150

Re: What exactly causes V-sync to introduce input lag?

In theory, is there a solution that developers can implement to ensure responsive V-sync in all but the most unusual cases (possibly by reading the EDID to get a more precise refresh rate)? In theory yes, but to get down to the minimum of latency you need the game developer to implement a synchrono...
by silikone
25 Dec 2017, 20:52
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: What exactly causes V-sync to introduce input lag?
Replies: 27
Views: 10150

Re: What exactly causes V-sync to introduce input lag?

I did some tests in various games, and I have learned that there is yet another challenge in the way of the perfect V-sync goal. Quake 3 and 2, two classic OpenGL programs, suffer from imprecise time counting. They work with a Windows API that returns milliseconds in integers, resulting in a limited...
by silikone
19 Sep 2017, 02:51
Forum: General — Displays, Graphics & More
Topic: Do all TN G-sync monitors have banding issues? Help me pick
Replies: 65
Views: 20904

Re: Do all TN G-sync monitors have banding issues? Help me p

The banding at dark levels can be attributed to the sRGB transfer function. It approximates a 2.2 gamma curve, but RGB levels below 11 are linear, thus they leave black very quickly. Not all monitors follow this function. AdobeRGB is 2.2 throughout, and this makes the very dark levels indistinguisha...
by silikone
25 Aug 2017, 14:13
Forum: General — Displays, Graphics & More
Topic: New TestUFO "Exact" Refresh Rate Test! (e.g. "119.99716 Hz")
Replies: 4
Views: 2134

Re: New TestUFO "Exact" Refresh Rate Test! (e.g. "119.99716

This is exactly what I needed! These variable refresh rates have been an enigma to me for long, and this will surely help me get a better understanding of the underlying mechanics. I am especially intrigued by toggling between 59hz and 60hz, which as expected, yield ~59.94 FPS and ~60 FPS respective...
by silikone
21 Aug 2017, 04:02
Forum: Test UFO Motion Tests
Topic: [TestUFO Aliasing Visibility] Anti-aliasing gamma correction
Replies: 1
Views: 962

[TestUFO Aliasing Visibility] Anti-aliasing gamma correction

One thing I have noticed is that a visual pattern emerges from the line when anti-aliased. I suspect that this is due to a lack of gamma correction. Having the option to toggle this would be useful.