Input lag AB test

Everything about latency. Tips, testing methods, mouse lag, display lag, game engine lag, network lag, whole input lag chain, VSYNC OFF vs VSYNC ON, and more! Input Lag Articles on Blur Busters.
MaximilianKohler
Posts: 31
Joined: 30 May 2014, 15:45

Re: Input lag AB test

Post by MaximilianKohler » 08 Apr 2015, 13:18

You edited the input lag program?

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lexlazootin
Posts: 1251
Joined: 16 Dec 2014, 02:57

Re: Input lag AB test

Post by lexlazootin » 09 Apr 2015, 02:25

MaximilianKohler wrote:You edited the input lag program?
The entire "game" is the main.lua and all the other stuff is the engine that runs it. You can edit it in wordpad or more preferably something like notepad++ and look at the https://love2d.org/ love2d webpage and wiki to find out how to do a bunch of cool edits too it.

How do you guys to get links to show up as just the text "love2d" so they can just click on that?

flood
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Joined: 21 Dec 2013, 01:25

Re: Input lag AB test

Post by flood » 09 Apr 2015, 02:52

I don't think getting 18/25 is enough to determine you can tell a difference.
yea it's just a reasonable value though (95% significance level). in other words, if someone just guessed randomly, or couldn't actually tell the difference he'd get 18/25 or higher only 5% of the time.

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lexlazootin
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Joined: 16 Dec 2014, 02:57

Re: Input lag AB test

Post by lexlazootin » 09 Apr 2015, 04:39

flood wrote:
5%
You're going to give the internet 5%. 5% of all tests that were taken randomly are going to "pass".

I wish I had this sort of P-value when I was taking tests :lol:

MaximilianKohler
Posts: 31
Joined: 30 May 2014, 15:45

Re: Input lag AB test

Post by MaximilianKohler » 09 Apr 2015, 17:47

I edited this line:
love.window.setMode(0, 0, {fullscreen = true})

to say:
love.window.setMode(0, 0, {fullscreen = true}, {vsync = false})

But that didn't work.

flood
Posts: 929
Joined: 21 Dec 2013, 01:25

Re: Input lag AB test

Post by flood » 09 Apr 2015, 18:57

just do this
pisto wrote:you need to create your window with vsync off:

Code: Select all

love.window.setMode(0, 0, {fullscreen = true, vsync = false})
this shows the fps in the gray bar:

Code: Select all

love.graphics.print("trial "..current_trial.." fps "..love.timer.getFPS(), width / 2 - 45, 100)
Also there's an *average* delay due to the actual display refresh rate, which I would estimate to rougly half of the frame period. You would probably be able to minimize that if the visual feedback could span the whole height of the screen. Maybe instead of a pointer make a vertical line, that one drags horizontally?

MaximilianKohler
Posts: 31
Joined: 30 May 2014, 15:45

Re: Input lag AB test

Post by MaximilianKohler » 09 Apr 2015, 19:31

Thanks! The vsync off works now. I put the FPS line here:

love.window.setMode(0, 0, {fullscreen = true, vsync = false})
love.mouse.setVisible(false)
love.graphics.print("trial "..current_trial.." fps "..love.timer.getFPS(), width / 2 - 45, 100)
width, height = love.window.getDimensions()

But it didn't seem to do anything. I have fraps though, so I can see I'm getting close to 500fps.

I could swear the amount of input lag changes.... it starts off being really noticeable, then as the test goes on it gets hard to tell the difference sometimes even on the 50ms setting (even though I still got 25/25). Of course it could be something on my system causing it, or just my perception adjusting.

Anyway, I decreased it from 25/25 to 5/5 so I could spend longer on each one without it getting tedious, and I got 4/5 for 10ms.

benq 144hz, ~500fps. FinalMouse at 500hz.

Also, I think actual ingame testing (like in counterstrike) would be easier to tell the difference.

First test was with prerendered frames/flipqueuesize 1. I just set that to 3 and got 4/5 again for 10ms.

4/5 for 5ms.

I did notice a really significant difference between my 2233rz vs my benq 2411z when I tested them ingame previously.

flood
Posts: 929
Joined: 21 Dec 2013, 01:25

Re: Input lag AB test

Post by flood » 09 Apr 2015, 20:16

MaximilianKohler wrote: I could swear the amount of input lag changes.... it starts off being really noticeable, then as the test goes on it gets hard to tell the difference sometimes even on the 50ms setting (even though I still got 25/25). Of course it could be something on my system causing it, or just my perception adjusting.
yup i felt this as well. it's one of the annoying things about the format of this type of test

probably an abx test, where for each trial you get to feel both settings and then try to guess an unknown, would be better for this since you can like "recalibrate" at the start of every trial

greenenemy
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Joined: 11 Mar 2015, 04:45

Re: Input lag AB test

Post by greenenemy » 10 Apr 2015, 03:24

Same here.
I wasn't able to pass 20ms test, but when i first tried LightBoost i could feel the difference in game(quake live with lg tracking only) before i even knew about this half frame lag.

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lexlazootin
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Joined: 16 Dec 2014, 02:57

Re: Input lag AB test

Post by lexlazootin » 10 Apr 2015, 04:22

Maybe if someone found a way to make this sort of mouse lag test work in Quake 3 or something.

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