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flood's input lag measurements

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Re: flood's input lag measurements

Postby br00m » 05 Sep 2017, 15:51

Im very interested in how far my feeling that 1.6 is more responsive than csgo is a placebo. Could anyone or maybe even flood himself explain the provided data on the first page (https://docs.google.com/spreadsheets/d/ ... =207953886) to me? Under best conditions whats the lowest input lag for csgo and 1.6? the way i read the data, csgo has an average input lag of 6.5ms and cs 1.6: 2ms.
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Re: flood's input lag measurements

Postby spacediver » 05 Sep 2017, 17:01

Broom, in the link you provided, I don't see any difference between CSGO and CS 1.6 - both show an input lag of ~2 ms when framerate is uncapped.
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Re: flood's input lag measurements

Postby RealNC » 05 Sep 2017, 17:41

1.6 has plain looking graphics, so it might invoke the feeling of being "lighter", and as a result give the impression that it's more responsive. CS:GO on the other hand has more "smudgy" graphics, with less sharp edges and high contrast, and thus feels more slow.

I suppose it's the same reason why Super Mario Bros on the NES feels more responsive than the SNES port, even though both perform exactly the same. The plain look of the NES version makes it feel "light" and responsive.
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Re: flood's input lag measurements

Postby lexlazootin » 06 Sep 2017, 08:05

CS 1.6 would actually be worse because you play CS 1.6 with a 100fps cap.
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Re: flood's input lag measurements

Postby RealNC » 06 Sep 2017, 09:17

lexlazootin wrote:CS 1.6 would actually be worse because you play CS 1.6 with a 100fps cap.

Why would you ever cap CS 1.6 to 100FPS?
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Re: flood's input lag measurements

Postby lexlazootin » 06 Sep 2017, 11:06

Physics are broken above 100+

I know if you jump and land with more fps you get stopped for longer and i thought people played with 100fps competitively? You need to use fps_override to unlock it.
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