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.
krp
Posts: 4
Joined: 12 Apr 2015, 07:17

Re: flood's input lag measurements

Post by krp » 12 Apr 2015, 07:21

Can you test if Hyper-threading on/off affects input lag in CSGO? Thanks.

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

Re: flood's input lag measurements

Post by Sparky » 12 Apr 2015, 10:39

krp wrote:Can you test if Hyper-threading on/off affects input lag in CSGO? Thanks.
That would be pretty hard to test, if there's a significant difference it would be in a situation where hyperthreading makes you go from CPU limited to GPU limited or vice versa. Do you know a situation like that?

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

Re: flood's input lag measurements

Post by flood » 12 Apr 2015, 16:06

krp wrote:Can you test if Hyper-threading on/off affects input lag in CSGO? Thanks.
yes i can but convince me why it matters at all.

i can also test whether using a gold-plated usb cable affects input lag, but obviously i wouldn't

krp
Posts: 4
Joined: 12 Apr 2015, 07:17

Re: flood's input lag measurements

Post by krp » 12 Apr 2015, 16:41

flood wrote:
krp wrote:Can you test if Hyper-threading on/off affects input lag in CSGO? Thanks.
yes i can but convince me why it matters at all.

i can also test whether using a gold-plated usb cable affects input lag, but obviously i wouldn't
From what I have been reading HT ON may cause lower FPS in some games. Essentially I'm just wondering if it could also affect input lag and whether one should turn it off for competetive gaming.

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

Re: flood's input lag measurements

Post by Sparky » 12 Apr 2015, 17:35

krp wrote:
flood wrote:
krp wrote:Can you test if Hyper-threading on/off affects input lag in CSGO? Thanks.
yes i can but convince me why it matters at all.

i can also test whether using a gold-plated usb cable affects input lag, but obviously i wouldn't
From what I have been reading HT ON may cause lower FPS in some games. Essentially I'm just wondering if it could also affect input lag and whether one should turn it off for competetive gaming.
I remember that being an issue when HT was very new, due to the OS not knowing how to schedule tasks correctly on the virtual cores, but I haven't heard about any recent problems with hyperthreading. Even if there is a difference in some game, the "which is better" answer probably depends on OS version, number of real cpu cores, and on whether your GPU is outpacing your CPU in that game.

So, Which games are impacted by hyperthreading in terms of FPS? If there's a difference in any game, that would be where to look first.

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

Re: flood's input lag measurements

Post by flood » 12 Apr 2015, 18:35

krp wrote:
flood wrote:
krp wrote:Can you test if Hyper-threading on/off affects input lag in CSGO? Thanks.
yes i can but convince me why it matters at all.

i can also test whether using a gold-plated usb cable affects input lag, but obviously i wouldn't
From what I have been reading HT ON may cause lower FPS in some games. Essentially I'm just wondering if it could also affect input lag and whether one should turn it off for competetive gaming.
as long as it's not something that
1. affects fps
2. dramatically changes the rendering or input behavior at a high level (e.g. windows 8 originally forcing 125hz mouse, vsync, sli with alternate frame rendering, etc...)
you really shouldn't worry.

if turning ht off/on increases fps, then do it, but if it's only a 2% change then who cares

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

Re: flood's input lag measurements

Post by flood » 12 Apr 2015, 18:57

btw for csgo i have an empty dedi server you guys can use for testing if you want. pm me for info

stirner
Posts: 74
Joined: 07 Aug 2014, 04:55

Re: flood's input lag measurements

Post by stirner » 12 Apr 2015, 21:42

flood you have a NVIDIA card right - care to test latency with the nvsvc service enabled vs. disabled?
the service launches nvvsvc.exe and nvxdsync.exe, so make sure those are not present with it disabled.
profiles are still applied without them (used inspector frame limiter) so I don't know how to convince you except that it feels less responsive without them running.
not much information about them out there, but apparently they do various things...

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

Re: flood's input lag measurements

Post by flood » 15 Apr 2015, 03:18

yea nvidia. ill probably get around to it and everything else at some point.

there's something about my circuit that i don't quite understand

basically i have a program that measures the display's refresh period

Code: Select all

		while(!PD_READ);
		a = mytime_get_count(); //time in units of 0.5 us
		while(PD_READ);
		b = mytime_get_count();
		print_ul((b-a)/2); //x in the diagram below
		usb_debug_putchar('\t');
		print_ul((a-c)/2); //T in the diagram below
		usb_debug_putchar('\n');
		c = a;
when i display a white stripe on a black background, the crt's light emission is basically a rectangle wave convolved with the phosphor's decay function.
i.e.
Image

the program outputs x and then T every time it detects a pulse.
for thin stripes, the output is extremely stable. for instance for a single pixel thick stripe (monitor @ 800x600@160hz)
Image
as i make the stripes thicker (by scrolling in my program), initially the left number (x) increases and the right number (T) stay steady, as expected since the program triggers on the rising edge which is well defined since the phosphor's rise time is essentially instantaneous
the weird thing is that once x gets to the ~3800, it stops increasing, and T becomes unstable...
Image

which makes no sense because even if there is noise the timing of the rising edges should still be consistent...

here's a paint drawing of the circuit.
Image

pretty sure it's something to do with the behavior of the op amp(s) when they're saturated, but i don't understand what causes this

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

Re: flood's input lag measurements

Post by Sparky » 15 Apr 2015, 04:09

Vertical blanking interval? What refresh rate are you using?

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