Re: G-Sync's 1ms Polling Rate: My Findings & Questions
Posted: 19 Jun 2017, 01:01
To illustrate how much high-speed-camera input-lag testing Jorim's done on an Acer XB252Q 240Hz moniter in the last 2 months in preparation for a Blur Busters article:
"All told, 508 videos weighing in at 17.5GB, with an aggregated (albeit slow-motion) 45 hour and 40 minute runtime, were recorded across 2 games and 6 refresh rates, containing a total of 42 scenarios, 508 runs, and 5080 individual samples. My original Excel spreadsheet is available to inspect and/or download from the embed below:"
That's a LOT.
Something like 48 input-lag graphs.
Many merged into a slideshow (60Hz, 100Hz, 120Hz, 144Hz, 180Hz, 240Hz).
With an average of 10 input-lag bars per graph.
In each bar of each graph, is 40 input-lag samples from 4 runs per scenario.
Ouch.
That's a lot of video analysis work.
Thank you, for your good work Jorim!
The article goes live tomorrow -- GSYNC101 Part 3 -- "G-SYNC 101: Input Latency & Optimal Settings".
"All told, 508 videos weighing in at 17.5GB, with an aggregated (albeit slow-motion) 45 hour and 40 minute runtime, were recorded across 2 games and 6 refresh rates, containing a total of 42 scenarios, 508 runs, and 5080 individual samples. My original Excel spreadsheet is available to inspect and/or download from the embed below:"
That's a LOT.
Something like 48 input-lag graphs.
Many merged into a slideshow (60Hz, 100Hz, 120Hz, 144Hz, 180Hz, 240Hz).
With an average of 10 input-lag bars per graph.
In each bar of each graph, is 40 input-lag samples from 4 runs per scenario.
Ouch.
That's a lot of video analysis work.
Thank you, for your good work Jorim!
The article goes live tomorrow -- GSYNC101 Part 3 -- "G-SYNC 101: Input Latency & Optimal Settings".