Audio Latency Discussion Thread
Posted: 19 Feb 2025, 17:22
Greetings everyone,
A small group of testers and me have accumulated a small data set of different hardware & software combinations in the pursuit of measuring the latency of (presumably) the WASAPI shared mode that Windows employs. The test used is called Superpowered Web Browser Latency Test
Here are the results: http:// rentry.co/ALTResults (connect the link together)
I wanted to share this to a broader community, so we can test more combinations.
Perhaps explore different ideas & different testing methods as well.
These results are distinctly different from the ASIO API, as most games do not employ it.
A video on this topic:
Fortnite & OW1's audio latency seemed to benefit from higher FPS, while CS:GO was not affected.
I don't know which APIs these games use (XAudio2, WASAPI etc.)
I believe CS2 is using WASAPI shared mode? Would be good if we could find a way to confirm which audio API's FPS games use.
For reference, take a look at this study: https://dl.acm.org/doi/fullHtml/10.1145/3678299.3678331 in regards to audio latency
A great article that Chief Blurbusters wrote on this topic: https://blurbusters.com/human-reflex-in ... tion-time/
A small group of testers and me have accumulated a small data set of different hardware & software combinations in the pursuit of measuring the latency of (presumably) the WASAPI shared mode that Windows employs. The test used is called Superpowered Web Browser Latency Test
Here are the results: http:// rentry.co/ALTResults (connect the link together)
I wanted to share this to a broader community, so we can test more combinations.
Perhaps explore different ideas & different testing methods as well.
These results are distinctly different from the ASIO API, as most games do not employ it.
A video on this topic:
Fortnite & OW1's audio latency seemed to benefit from higher FPS, while CS:GO was not affected.
I don't know which APIs these games use (XAudio2, WASAPI etc.)
I believe CS2 is using WASAPI shared mode? Would be good if we could find a way to confirm which audio API's FPS games use.
For reference, take a look at this study: https://dl.acm.org/doi/fullHtml/10.1145/3678299.3678331 in regards to audio latency
A great article that Chief Blurbusters wrote on this topic: https://blurbusters.com/human-reflex-in ... tion-time/