flood's input lag measurements

Everything about latency. This section is mainly user/consumer discussion. (Peer-reviewed scientific discussion should go in Laboratory section). Tips, mouse lag, display lag, game engine lag, network lag, whole input lag chain, VSYNC OFF vs VSYNC ON, and more! Input Lag Articles on Blur Busters.
MaximilianKohler
Posts: 31
Joined: 30 May 2014, 15:45

Re: flood's input lag measurements

Post by MaximilianKohler » 22 Mar 2015, 01:09

Could you keep the OP updated with the results you've been posting?


MaximilianKohler
Posts: 31
Joined: 30 May 2014, 15:45

Re: flood's input lag measurements

Post by MaximilianKohler » 22 Mar 2015, 01:28

Yeah, I've seen those, but there are things in the comments of this thread that aren't in the OPs of any of the links.

Such as the mat queue mode results.

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

Re: flood's input lag measurements

Post by spacediver » 22 Mar 2015, 14:09

I think all the data is available in the google doc link

flood
Posts: 929
Joined: 21 Dec 2013, 01:25

Re: flood's input lag measurements

Post by flood » 23 Mar 2015, 03:00

you can consider the esr thread the main thread where i post updates

MaximilianKohler
Posts: 31
Joined: 30 May 2014, 15:45

Re: flood's input lag measurements

Post by MaximilianKohler » 23 Mar 2015, 19:08

Here is all data so far:

preliminary conclusions:
default fps_max 100 adds between 0-10ms of input lag (expected behavior) over the lag with uncapped framerate of ~2000fps
raw input doesn't affect cs1.6
Maybe I'm asking too much, but it would be nice if you would summarize each finding in text like that, as interpreting the raw data is a bit of a task.

flood
Posts: 929
Joined: 21 Dec 2013, 01:25

Re: flood's input lag measurements

Post by flood » 24 Mar 2015, 03:53

i will eventually, but at the moment, i don't have many conclusions yet as i want to irresponsibly give a premature conclusion for anything

Sparky
Posts: 682
Joined: 15 Jan 2014, 02:29

Re: flood's input lag measurements

Post by Sparky » 27 Mar 2015, 03:10

Have you tested FPS_max vs driver based framerate limits yet? I think a GPU driver based framerate limiter could achieve low input lag by spoofing backpressure instead of just making the GPU take longer, but I must admit I've got zero clue how they're actually implemented.

Frame pacing algorithms could also confound the issue.

flood
Posts: 929
Joined: 21 Dec 2013, 01:25

Re: flood's input lag measurements

Post by flood » 27 Mar 2015, 19:57

not yet, i've been busy working on more important research :P

i think that csgo's fps_max is already good in the sense that it doesn't add any unnecessary input lag on top of that which is expected from lowered framerate. the only way an external cap can be better than this is if it has better timing precision

Sparky
Posts: 682
Joined: 15 Jan 2014, 02:29

Re: flood's input lag measurements

Post by Sparky » 31 Mar 2015, 15:47

flood wrote:not yet, i've been busy working on more important research :P

i think that csgo's fps_max is already good in the sense that it doesn't add any unnecessary input lag on top of that which is expected from lowered framerate. the only way an external cap can be better than this is if it has better timing precision
I'm mainly curious about the best option for games with no internal framerate cap, and how much worse it is than an in-game cap.

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