Cool project. I started something similar a while back with OpenGL and was to have option for a stationary bull's eye target or one which would change position each turn and show accuracy also but unlike you I never finished it.
So looks like I'm a on average 200ms eye to finger mouse button clicker on a 60Hz display with 6ms click latency mouse. Strange thing is I can sometimes feel the slowness of my finger to respond, or maybe I'm just imagining it
Also tried some computer aided results by screenshots and color recognition. The results seemed oddly inconsistent and fastest I've seen is 2ms when taking into account the 6ms latency of the mouse button.
Example
Averages improved with higher display refresh rate.
Human Benchmark implemented in C++ DirectX9
Re: Human Benchmark implemented in C++ DirectX9
how did you did you automate the clicking?
Measure display input lag the cheap way or the best way (IMHO, but I'm biased).
Re: Human Benchmark implemented in C++ DirectX9
A transistor and a couple of wires to the mouse switch PCB connections, triggered by PC I/O.
Strange thing if VSync is set on with 60Hz monitor
From just to a few milliseconds with VSync off to a whopping ~78ms (mouse click latency removed). Almost 5 frames!
Strange thing if VSync is set on with 60Hz monitor
From just to a few milliseconds with VSync off to a whopping ~78ms (mouse click latency removed). Almost 5 frames!
Re: Human Benchmark implemented in C++ DirectX9
That's shocking. Much more consistent though, makes me wonder what was going on with the variability in the non-vsync tests. can we trust this app?
Measure display input lag the cheap way or the best way (IMHO, but I'm biased).
Re: Human Benchmark implemented in C++ DirectX9
TBH I'm more concerned with the synchronized tests. I get much the same results if I test with OpenGL but might be something to do with my system or testing. Would be good to see if others experience a big difference (~70ms) when running with VSync off against a set refresh of 60Hz and VSync on for the benchmark. I'm running 20H2 if that makes any difference?
Edit: seems there's a 5 frame penalty when VSync is enabled except when max frame rate is enabled too and less than VSync. So 60Hz 83ms penalty, 120Hz 42ms, 240Hz 21ms! At least that's how it seems to work on my system.
Edit: seems there's a 5 frame penalty when VSync is enabled except when max frame rate is enabled too and less than VSync. So 60Hz 83ms penalty, 120Hz 42ms, 240Hz 21ms! At least that's how it seems to work on my system.
Re: Human Benchmark implemented in C++ DirectX9
Although I have no DirectX experience, I have to wonder if that's an artifact of how this particular code initializes the display and not a general finding on input lag, as 5 frames seems way to long; at most graphical app triple buffer, but I would expect most games to only double buffer.
Measure display input lag the cheap way or the best way (IMHO, but I'm biased).
Re: Human Benchmark implemented in C++ DirectX9
Exactly the point.
W7 ran with VSync and 25Hz refresh (40ms) showed 5 to 7 frames.
Stranger still, a real human test of W7 with VSync enabled and 60Hz refresh and what happened to mouse click latency?
And W7 with VSync off
Well nobody else is reporting this so maybe it's just me
- MaxTendency
- Posts: 59
- Joined: 22 Jun 2020, 01:47
Re: Human Benchmark implemented in C++ DirectX9
From the looks of it, seems like left side is w10 and right side being w7. Are both tested with 60hz no vsync? Mind answering which w10 version was used, also any specific optimizations you did on the OSes? The results seem interesting for sure.
Re: Human Benchmark implemented in C++ DirectX9
W7 was run with 480Hz refresh while IIRC the W10 20H2 result was with 60Hz refresh, no specific optimizations. Generally click averages are lower with higher refresh but maybe I should really run those tests with sub 1ms click latency.
Edit: Mouse click latency ~0.3ms, W10 20H2
Edit: Mouse click latency ~0.3ms, W10 20H2
Re: Human Benchmark implemented in C++ DirectX9
How do i check stats?