Full latency input/rendering/output chain test 960fps
Posted: 05 Jul 2019, 08:51
https://youtu.be/6Yblf7dCCU8
I made a full latency input/rendering/output chain test in 960fps. (I saw just now that Linus by coincidence made pretty much the same thing ,but testing the sensor instead of mouse buttons, as in testing sensortime+latency+full input/output roundtrip).
Result: Slightly over 30ms from button down to flame/bullethole appearing (i was able to count frames locally before uploading, unsure if youtube preserves all frames).
I also do not know if firing a gun is completely instant in destiny2 or not or if it has some sort of un-animated trigger time or network wait before firing (I don't think so).
960fps video 1max pre-rendered frame 144Hz fps capped to 141 (ingame)with g-sync on. vsync off.
Chain also includes encoding 4:4:4 to 4:2:2 to reach 144Hz on asus PG27UQ - unsure if it adds latency (probably not, already part of rendering time).
Glorious model o mouse. 1000Hz USB
Asus gene VIII motherboard/usb with i7 [email protected]
Nvidia 2080ti
I also tested in fullscreen and hdr, and same result when counting frames. Best counted result identical.
It would be interesting if others could repeat this for various games and configs to see if we can find trends in what works, which games have fast engines, etc. If enough people spend some time doing this, we could find some interesting things
Methodology
Most modern smartphones have high fps modes. I used galaxy s9+ where "super slow mo" is 960 fps, and "slow motion" is 240fps. The video uses 960 fps which requires some timing on the users part.
https://sourceforge.net/p/countdowntimer/wiki/Home/ (supposedly) high precision millisecond counter
Klick in a quick snappy fashion so button push isn't too many frames and keep the mouse at a right angle so that the button movement is clearly visible. (or quickly snap a finger at the mouse and check movement, probably a better method as it eliminates firing a weapon with possible delay and networking).
Repeat many times, and either count frames or use the ms counter.
Note that you probably need to force vsync off in gpu settings globally to make windows not vsync (not 100% on this).
Total Input/rendering/output chain results:
Destiny2 - 144Hz ~30ms - Morkai (specs in vid)
CS:GO - 120Hz - ~20ms - Morkai (specs in vid, but left fps uncapped at around 300)
CS:GO - 240Hz ~14-36ms (depending on mouse used) - LTT - https://www.youtube.com/watch?v=orhb7Njj3h8
I made a full latency input/rendering/output chain test in 960fps. (I saw just now that Linus by coincidence made pretty much the same thing ,but testing the sensor instead of mouse buttons, as in testing sensortime+latency+full input/output roundtrip).
Result: Slightly over 30ms from button down to flame/bullethole appearing (i was able to count frames locally before uploading, unsure if youtube preserves all frames).
I also do not know if firing a gun is completely instant in destiny2 or not or if it has some sort of un-animated trigger time or network wait before firing (I don't think so).
960fps video 1max pre-rendered frame 144Hz fps capped to 141 (ingame)with g-sync on. vsync off.
Chain also includes encoding 4:4:4 to 4:2:2 to reach 144Hz on asus PG27UQ - unsure if it adds latency (probably not, already part of rendering time).
Glorious model o mouse. 1000Hz USB
Asus gene VIII motherboard/usb with i7 [email protected]
Nvidia 2080ti
I also tested in fullscreen and hdr, and same result when counting frames. Best counted result identical.
It would be interesting if others could repeat this for various games and configs to see if we can find trends in what works, which games have fast engines, etc. If enough people spend some time doing this, we could find some interesting things
Methodology
Most modern smartphones have high fps modes. I used galaxy s9+ where "super slow mo" is 960 fps, and "slow motion" is 240fps. The video uses 960 fps which requires some timing on the users part.
https://sourceforge.net/p/countdowntimer/wiki/Home/ (supposedly) high precision millisecond counter
Klick in a quick snappy fashion so button push isn't too many frames and keep the mouse at a right angle so that the button movement is clearly visible. (or quickly snap a finger at the mouse and check movement, probably a better method as it eliminates firing a weapon with possible delay and networking).
Repeat many times, and either count frames or use the ms counter.
Note that you probably need to force vsync off in gpu settings globally to make windows not vsync (not 100% on this).
Total Input/rendering/output chain results:
Destiny2 - 144Hz ~30ms - Morkai (specs in vid)
CS:GO - 120Hz - ~20ms - Morkai (specs in vid, but left fps uncapped at around 300)
CS:GO - 240Hz ~14-36ms (depending on mouse used) - LTT - https://www.youtube.com/watch?v=orhb7Njj3h8