Well if you had the photodiode only measuring the top of the screen, then that constant would effectively be zero, right?flood wrote:what i'm trying to figure out is where every millisecond of input lag comes from.
3) time to process the gamestate and draw the frame
...
(3) is a constant equal to the inverse of the uncapped framerate.
(4) depends on how much of the image responds to the physical event, and the amount of display my camera/photodiode/whatever is focused on. if either of these is small, then (4) would correspond to a uniform random variable between 0 and the inverse of the screen refresh rate. but if the entire iamge shows a change and my camera/photodiode is looking at the entire screen, then (4) would be 0 ~90% of the time, and a uniform random variable between 0 and the vblank length ~10% of the time.
And if you combine that technique with a reliable and reproducible "event", such as a black to white frame transition, you're getting rid of the random variable in (4), right?
