spacediver wrote:The mouse cursor had this weird jerkiness in the half of the display when input lag was added. Will do some more testing later on to see if this occurs at other input lag values. I wonder if this has something to do with the interaction between frame timing and the chosen input lag.
hm this really shouldn't be happening and if it is, then that indicates a problem in my code or its logic. probably there is
I just tested again at 10ms, this time at 60hz
15/25, not significant
spacediver wrote:another cool idea would be to create a task, such as keeping the cursor on a moving circular target, which moves left to right and switches directions at random intervals, and seeing how performance varies as a function of added input lag.
This might tap into performance related effects that are not "felt" by the user.
You'd have to titrate the difficulty of the task to avoid ceiling effects - you could do this by reducing the diameter of the moving target and/or increasing its speed. Performance here would be measured as proportion of time when the (center of) cursor is touching the target.
good concept but I think this kind of test is made much much much more difficult by the fact that fluctuations in performance quickly overshadow the effects of input lag. there are also factors like how performance will increase initially as one becomes more experienced, and decreases or plateaus as one becomes fatigued. there's also the issue that one can be accustomed to small amounts of input lag and regain some of the performance lost. but that can be prevented by randomly switching the lag on and off between trials and keeping each trial short
I'll think about this some more and see if I can find methods that mitigate these complications