Search found 57 matches
- 25 Nov 2020, 07:32
- Forum: General — Displays, Graphics & More
- Topic: Exact refresh rates of consoles
- Replies: 2
- Views: 1893
Re: Exact refresh rates of consoles
Digital foundry on YouTube has frametime measurements for consoles in most of their reviews. Those don't really reveal much, only that games are capped at somewhere around 120Hz with some drops here and there. I did however discover something revelational. https://www.youtube.com/watch?v=SC2kVsubQn...
- 25 Nov 2020, 06:51
- Forum: Input Lag / Display Lag / Network Lag
- Topic: Is it true Ryzen has higher input lag than Intel? Is there conclusive data to prove this?
- Replies: 214
- Views: 213082
Re: Is it true Ryzen has higher input lag than Intel? Is there conclusive data to prove this?
So is the new Ryzen still a "DUD"? I thought the numbers seen in CS:GO were promising. I've been on the verge of pulling the trigger since Intel still disappoints with 14nm, but it looks like this will defer my decision.
Good work.
Good work.
- 20 Sep 2020, 13:12
- Forum: General — Displays, Graphics & More
- Topic: Exact refresh rates of consoles
- Replies: 2
- Views: 1893
Exact refresh rates of consoles
Now that 120Hz is becoming a standard among consoles, I was wondering what the exact measurements for them are. I'm used to seeing variations among monitors on high-rate monitors on the PC. Many of them have timings that match 60Hz exactly, but they more often than not fall slightly short of 120Hz. ...
- 24 May 2019, 17:38
- Forum: Test UFO Motion Tests
- Topic: Motion blur insertion test?
- Replies: 1
- Views: 3929
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 ...
- 04 Mar 2019, 18:46
- Forum: General — Displays, Graphics & More
- Topic: Ideal desktop contrast ratio
- Replies: 1
- Views: 1599
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...
- 24 Nov 2018, 13:16
- Forum: Input Lag / Display Lag / Network Lag
- Topic: Networked input lag
- Replies: 2
- Views: 2519
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...
- 14 Jun 2018, 03:59
- Forum: Input Lag / Display Lag / Network Lag
- Topic: Video color space format and lag?
- Replies: 1
- Views: 2231
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 ...
- 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: 32301
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 ...
- 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: 32301
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...
- 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: 32301
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...