flood's input lag measurements

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Sparky
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Joined: 15 Jan 2014, 02:29

Re: flood's input lag measurements

Post by Sparky » 10 Apr 2015, 15:36

stirner wrote:
Is that transition really optimal? Because in the bright state you have 1/3 of the bottom darker. Depending on timing of input initial output could begin at the bottom of the screen and then you don't get a crass brightness change.
It's fine for v-sync testing, because it all starts at the top. For v-sync off, I can turn left/right instead of up/down, but I don't think it's really necessary, because there aren't a lot of questions about how v-sync off works. Mostly I was trying to find out if any of the external frame limiters can match CPU frame limiting, but they can't(rivatuner is 1 frame slower, and RadeonPro is 2 frames slower).

stirner
Posts: 74
Joined: 07 Aug 2014, 04:55

Re: flood's input lag measurements

Post by stirner » 10 Apr 2015, 15:47

oh true, for vsync it doesn't matter

external limiters provide better frametimes though, so less microstuttering as well, but valve actually looked at fps_max behaviour and improved frametimes (and mailed me back about it).
any theories as to where external limiters add lag? As I said earlier in the thread, I think it's either engine-independent points of waits in the rendering process or that external limiters use primarily buffer swap for framerate control.

Sparky
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Joined: 15 Jan 2014, 02:29

Re: flood's input lag measurements

Post by Sparky » 10 Apr 2015, 16:11

RadeonPro might be blocking a buffer swap after the GPU finishes rendering that frame. Rivatuner might be preventing the GPU from starting to work on a frame.

This is all still speculation, and there might be a step in the middle I'm missing.

Sparky
Posts: 682
Joined: 15 Jan 2014, 02:29

Re: flood's input lag measurements

Post by Sparky » 11 Apr 2015, 02:10

Redid the CRT vs LCD tests, kinda wish I had a high speed camera to verify.

CRT: Mitsubishi diamond pro 930SB at 1280x1024 85,60hz
LCD: Samsung syncmaster p2370 at 1080p, 60hz
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lexlazootin
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Joined: 16 Dec 2014, 02:57

Re: flood's input lag measurements

Post by lexlazootin » 11 Apr 2015, 09:46

flood wrote:game renders more slowly?
How slow do you want? I'm assuming you want to be a gpu bottleneck.

Sparky
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Joined: 15 Jan 2014, 02:29

Re: flood's input lag measurements

Post by Sparky » 11 Apr 2015, 09:54

I'd be interested in a framerate cap that sets a fixed delay instead of chasing a specific frame rate, so I can illustrate below-refresh v-sync cases more accurately. As in, I don't want the framerate cap to speed the game back up in order to maintain 50fps with double buffered v-sync, I want it to drop to half my refresh rate as would happen in a normal gaming scenario.

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lexlazootin
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Joined: 16 Dec 2014, 02:57

Re: flood's input lag measurements

Post by lexlazootin » 11 Apr 2015, 11:58

Image
https://www.youtube.com/watch?v=3FO2cpGcOWo
phpBB [video]

http://www.mediafire.com/download/4yzrr ... detail.zip
I'm not quite sure if this will lower your frame rate enough for what you want. Not too sure if you wanted fps levels a "real" map would give you or something crushingly low. If you want something more specific give me a toot. :lol:

Sparky
Posts: 682
Joined: 15 Jan 2014, 02:29

Re: flood's input lag measurements

Post by Sparky » 11 Apr 2015, 12:17

hmm, I'm still well over 200fps in that map with all the settings cranked up on a 6870. What framerates were you getting on it? It might be easier to find a slow game than to make CS:GO slow. Too bad I tend to avoid those games.

flood
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Joined: 21 Dec 2013, 01:25

Re: flood's input lag measurements

Post by flood » 11 Apr 2015, 20:24

from my understanding (based on staring at +showbudget) csgo is usually not gpu bottlenecked

most of the time is spent calculating interpolation when there are many players in the server. when you're alone in a server, the time is spent calculating what to draw and what not to draw. for instance if you stare at a wall with lots of stuff behind it, you'd get much lower fps than if you stare at a wall with stuff behind it

maybe the easiest way would be to havr the black/white box in the middle of a default 5v5 map

ideally the framerate would be the same on either side though im not really sure how to acheive that short of mirroring the map on either side

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lexlazootin
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Joined: 16 Dec 2014, 02:57

Re: flood's input lag measurements

Post by lexlazootin » 12 Apr 2015, 04:34

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.

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