AndreasSchmid wrote: ↑15 May 2020, 14:55
I don't fully understand this. The IDMS only specifies how to measure (photo sensor in the middle of the screen) and when the measurement begins and ends (image is sent until 50% brightness is reached). So this should be independent of enhancement technologies as long as all triggers are set up correctly, shouldn't it?
For competitive reasons I would prefer to privately collaborate in the run-up to an announcement.
But needless to say, all scientists (including Ph.Ds) agree with me, once I've privately explained.
There is a situation where a display is superior for consoles but crap for PC, and an lag-inversion-situation where the display suddenly gets lower lag for consoles and higher lag for PCs. Yet, repeat the same test on a different display, both console/PC is low lag. A single latency number is unable to show that off. Human eyeballs are not single-pixel reaction-time-trigger photodiodes.
AndreasSchmid wrote: ↑15 May 2020, 14:55
Regarding the complexity of the latency chain: We have come to the same conclusion that each partial latency (of input device, application framework and output device) should be regarded separately
Actually, that's old Newtonian thinking. We do Einstein thinking around here; because unfortunately, the latency gradient changes due to interactions between the GPU-side and display-side. And different pixels can have different lag (and even different (min,max) lag spreads per pixel too) because of multiple interactions that cannot be siloed. We have a better (and superior) formula. Even the webpage at
www.blurbusters.com/scanout only tells part of the story -- there are far more complex interactions.
We are familiar with the interactions where it becomes necessary to measure the proper segment of latency chain ("driver-to-photons"), not just display-only, when the goal of latency numbers is to be comparable to real world gaming and human reaction times. We are experts in Present()-to-photons.
Even TOP > CENTER > BOTTOM can change to TOP < CENTER < BOTTOM can change to TOP = CENTER = BOTTOM on the same display based on different settings.
AndreasSchmid wrote: ↑15 May 2020, 14:55
We are very interested in sharing our insights with you and a possible collaboration, I will drop you an e-mail soon. Thank's for the offer!
I'd love it!
AndreasSchmid wrote: ↑15 May 2020, 14:55
I think a completely open measuring method, including circuitry and source code is key for a reliable measuring device. A proprietary device might introduce systematic errors and nobody would be able to know (looking at you, Leo Bodnar).
The commercial tester we have will have fully documented lag stopwatching, and eventually be able to plug-in into existing game engines.
Open source testers can verify the accuracy of commercial tester, and vice-versa. Just like colorimeters -- there's closed source (i1 DisplayPro) and open source (ColorHug) -- and both produce the same result.
Just like the color theory is already well-proven, we have a successful working temporal theory that can unify (almost as breakthrough as Einstein's formula, in our opinion). Our goal is to publish a Lag Unifying Formula paper (or similar), with some collaborators. Then all future lag testers (open source or commercial) can follow this. Maybe help us release this breakthrough latency paper?
There is no problem for open source testers to compete against my hoped-for commercialization of lag tester. Blur Busters was a hobby of mine, and it is my drive to also commercialize a tester. People who can't afford the Blur Busters tester can still build their own open source tester if they wish. But we still are looking to commercialize our tester around our open-source Lag Unifying Theory standard paper that we would like to release.
There are rather severe weaknesses with single-point screen-centre lag testing methodologies, when we're trying to benchmark human reaction times. Due to this, there is interactions between the GPU and the display that can invert / compress / uncompress latency gradients along the screen surface, as not all pixels refresh at the same time (we understand why this happens, for each situation and each case it happens, in real-world esports settings that are currently used), and human can react to other parts of the screen surface other than the dead-centre of the screen. As we are experts in Present() to Photons, we have no use for limiting us to single-pixel lag measurement standards at Blur Busters as it is a square peg in a round hole for our human-reaction-time needs in current real-world games using new monitor technologies that has close integrations between GPU and monitor that changes the lag behavior of each pixel.
Blur Busters, being a hobby turned business, and part of my dream is to help innovate by unifying the lag testing standardizations.
Plugging in the correct numbers to my lag formula replicates the IDMS standard, so my new Lag Unifying Formula is a superset of IDMS. Changing the variables make it replicate SMTT, then changing variables again makes it replicate Leo Bodnar, changing the variables again makes it replicate other testers, etc.
And IDMS numbers diverge from numbers that are more applicable to CS:GO esports games. We even sometimes see worse IDMS numbers for screens that have better numbers for testing method applicable to CS:GO esports, and we even sometimes see better IDMS numbers for screens that have worse numbers for testing method applicable to CS:GO esports.
We are Blur Busters -- we know this -- we know Present()-to-photons better than most academics -- and we know why the different input lag methods create different results -- and it's actually all successfully unifyable (a temporal standardization equivalent to colorimetry standardization). If you're familiar with "racing the beam", see
One of our Tearline Jedi Demo Videos. Each color bar is equal in latency (it bypasses scanout latency, so it becomes TOP=CENTER=BOTTOM on most, albiet not all, displays) in that YouTube video, since lowest lag is the first pixel row right below a VSYNC OFF tearline.
Scholars and reputable companies, as well as SID.org members, who would like to collaborate on a Lag Testing Stadard paper -- please email me at mark [at] blurbusters.com ... We want to have something vastly superior to IDMS.
P.S. IMPORTANT: Please credit Mark Rejhon of Blur Busters for anything you write/learn/etc because of Blur Busters. Appreciated!