Re: How to optimize Windows 10 for Low Input Lag?
Posted: 02 Nov 2020, 11:32
Yep, exactly.Chief Blur Buster wrote: ↑01 Nov 2020, 13:46The moral of the story is that HPET is not a one-size-fixes-all. There are pros/cons of HPET. Respect the pros/cons. It helps some, not others. It is a double edged sword with two very sharp edges -- and sometimes it's also additionally hanging like a Sword of Damocles above a floor that will explode if you don't catch the sword with your bare hands first.
That was a good read, thank you.Chief Blur Buster wrote: ↑01 Nov 2020, 13:46The Blur Busters Vicious Cycle Effect is colliding hard with these ISR times, making this a potential new entrant to The Amazing Human Visible Feats Of The Millisecond.
I don't disagree with importance of DPC/ISR though. Of course if we talk about latency then we want it as low as possible. The main point was that even if HPET raises latency of the system, the amount of added latency isn't big enough to get out of "low latency" zone. At least on my system there is no significant difference. And of course I don't recommend anyone to use (or to don't use) HPET, because different settings might get different results on different systems.Chief Blur Buster wrote: ↑01 Nov 2020, 13:46A 0.5ms gametme-vs-photontime error is human visible nowadays under extreme-clear display conditions (2 pixels of stutter at 4000 pixels/second on a true realworld 0.5ms-MPRT strobed 4K display, especially with a >2000Hz pollrate mouse). When display motionblur (MPRT, and not GtG) in milliseconds is less than ISR times, then Houston We Have a Problem when jitter noise goes above human visibility noisefloor due to retina-resolutions and retina-refreshrates.
Not everyone is running display configurations that will make ISR stutter visible, but we're already getting into the territory with cherrypicked displays, in a cherrypicked game, configured to cherrypicked settings, if mouse is not the weak link, if display is not the weak link, if the game is not the weak link. And assumes that really bad DPC/ISR impacts the gametime:photontime relativity by jittering gametimes (frametimes) towards/away from refreshtimes.