Search found 57 matches

by silikone
11 Apr 2022, 15:12
Forum: Game Consoles — XBOX and PlayStation — ONE / Series S / Series X / PS5
Topic: Xbox Series X - 1440p 120hz would be optimal for FPS games, correct?
Replies: 2
Views: 12157

Re: Xbox Series X - 1440p 120hz would be optimal for FPS games, correct?

Tons of games use some sort of reconstruction or vary too much to really target one resolution. UI elements also tend to draw independently of the rendering resolution.

4K would be optimal, but 1440p is perfectly adequate in the current status quo.
by silikone
10 Apr 2022, 19:35
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Reliable and efficient busy-waiting?
Replies: 10
Views: 22532

Re: Reliable and efficient busy-waiting?

It's been a while, so I am wondering if the demos have been published yet? I just used pure C on a single thread to keep the loop as tight as possible, and I didn't think a few API calls could justify having multiple threads, but is it perhaps necessary in order to control priority properly? I'd lo...
by silikone
10 Apr 2022, 18:33
Forum: Input Lag / Display Lag / Network Lag
Topic: Linux & Display Servers
Replies: 0
Views: 966

Linux & Display Servers

I recently decided to hop over to Linux in a journey to experience the joy of low latency with free software. Unfortunately, I haven't been able to settle on anything ideal as my testing has yielded mixed results. Wayland and X underpin the various desktops available, and they each seem to have cert...
by silikone
02 Apr 2021, 17:36
Forum: Input Lag / Display Lag / Network Lag
Topic: internet latency & effects on hit registration
Replies: 229
Views: 169600

Re: internet latency & effects on hit registration

Is there any data on how local networking gear can affect latency and jitter? Is there any proof that some NIC's, cables, and switches can tangibly compromise the experience?
by silikone
30 Mar 2021, 16:29
Forum: Input Lag / Display Lag / Network Lag
Topic: Max buffered frames in OpenGL
Replies: 0
Views: 1170

Max buffered frames in OpenGL

Is there any consistency to the max number of queued frames there are in OpenGL? I always assumed it was the same everywhere, but I get different results among different titles and even different PC's. As I don't have a fast camera, I have to use more unreliable methods to measure frame latency. One...
by silikone
30 Mar 2021, 16:15
Forum: Input Lag / Display Lag / Network Lag
Topic: PS/2 with modern systems
Replies: 21
Views: 9560

Re: PS/2 with modern systems

PS/2 for mice doesn't seem to offer any tangible benefit. I tested it by underclocking it to 10Hz and clicking it against a USB mouse. The USB mouse almost always registered first.
by silikone
07 Jan 2021, 19:16
Forum: G-SYNC
Topic: G-sync and variable frame times causing undetectable stutter?
Replies: 2
Views: 1972

G-sync and variable frame times causing undetectable stutter?

As I was recently tuning a game to run as consistently as possible on a G-sync display, I noticed that things weren't exactly as smooth as I had expected, even though no frame time indicators would suggest that the game had any trouble keeping up. Then I thought to myself how the nature of G-sync ma...
by silikone
20 Dec 2020, 06:07
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Reliable and efficient busy-waiting?
Replies: 10
Views: 22532

Re: Reliable and efficient busy-waiting?

...Oh, and what is your current use case? I'm curious. Nothing concrete, just experimenting and figuring out what works and how well as a part of a learning experience. 4. You can use high-precision timer events on some machines, but best is to timer until ~1ms prior, then busywait remaining of way...
by silikone
14 Dec 2020, 03:56
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Reliable and efficient busy-waiting?
Replies: 10
Views: 22532

Reliable and efficient busy-waiting?

I made a small OpenGL program from scratch that does little but alternate between black and white frames with some control of V-sync and frame rate using QueryPerformanceCounter spinning. When it works, it works surprisingly well. Using a refresh rate set to exactly 60Hz, the tear line manifesting i...
by silikone
25 Nov 2020, 07:43
Forum: General — Displays, Graphics & More
Topic: sRGB emulation on Wide Color Gamut monitors
Replies: 3
Views: 3471

Re: sRGB emulation on Wide Color Gamut monitors

Not even native sRGB monitors always get it right. Some models forego the linear EOTF portion and instead approximate a natural 2.2 curve. While this reduces perceived banding, it also has a tendency to crush details on screens with typical contrast ratios. To be fair, it was never really clear whic...