flood's input lag measurements

Everything about input lag. Tips, testing methods, mouse lag, display lag, game engine lag, whole input lag chain, VSYNC OFF vs VSYNC ON, and more! Input Lag Articles on Blur Busters.
br00m
Posts: 28
Joined: 19 Apr 2017, 15:03

Re: flood's input lag measurements

Post by 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.

spacediver
Posts: 505
Joined: 18 Dec 2013, 23:51

Re: flood's input lag measurements

Post by 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.

User avatar
RealNC
Site Admin
Posts: 2943
Joined: 24 Dec 2013, 18:32
Contact:

Re: flood's input lag measurements

Post by 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.
SteamGitHubStack OverflowTwitter
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.

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

Re: flood's input lag measurements

Post by lexlazootin » 06 Sep 2017, 08:05

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

User avatar
RealNC
Site Admin
Posts: 2943
Joined: 24 Dec 2013, 18:32
Contact:

Re: flood's input lag measurements

Post by 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?
SteamGitHubStack OverflowTwitter
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.

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

Re: flood's input lag measurements

Post by 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.

Kulagin
Posts: 13
Joined: 27 Feb 2016, 08:17

Re: flood's input lag measurements

Post by Kulagin » 24 Aug 2018, 05:59

RealNC wrote:
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?
Mouse sensitivity is dependent on FPS. Idk about 100 FPS, but you definitely want to lock it on a number that you can constantly sustain. I personally have it on default of 300 iirc. I believe my PC can constantly sustain even 500 FPS but I still lock it at 300. There's something wrong with mouse sensitivity if I lock it at higher than 300 frame rates. I think devs meant it to be locked at 300.

Post Reply