How do we fix input lag in games?

How do we fix input lag in games?

Attached: longlag.png (491x338, 20.24K)

Other urls found in this thread:

humanbenchmark.com/tests/reactiontime
wccftech.com/microsoft-explains-xbox-series-x-dynamic-latency-input-says-ultra-low-latency-is-critical-for-gaming/
overclock.net/forum/6-intel-motherboards/1433882-gaming-mouse-response-bios-optimization-guide-modern-pc-hardware.html
esreality.com/post/2640619/input-lag-tests-ql-csgo-q3a/
github.com/djdallmann/GamingPCSetup/tree/master/Technical References
youtube.com/user/xFPxAUTh0r1ty/videos
community.amd.com/thread/249238
twitter.com/NSFWRedditGif

>v sync
>12 ms lcd
>33 fps
do people really play like this

you have to add 0.2 secs of human response time

by not having a shit pc
a better question is how do we fix input lag while streaming games ?

Attached: 1555179657131.png (382x417, 324.94K)

Q-bits

humanbenchmark.com/tests/reactiontime
what's the best you can do?

Optimize software and hardware for extremely high performance
You don't really fix it so much as you mitigate it
Google probably has the right idea with input prediction. Low ping always helps too

Attached: reaction time.jpg (666x551, 24.54K)

>280
>tfw eternal reactiontimelet

>33fps vsync and 12ms response time for your monitor

How about we start with a real frame rate and monitor.

Average of 242, seems alright

You suck lol
All the numbers get smaller so I assume the graph wouldn't be quite as interesting

>Willingly using engine version of render ahead with 2 frames of input lag
>Plus that entire stack
What schinzo bullshit is that image from?

Console-tier V-sync, as in CPU is synchronized with GPU, which is synchronized with the display.

Two words:
Have SeX

wccftech.com/microsoft-explains-xbox-series-x-dynamic-latency-input-says-ultra-low-latency-is-critical-for-gaming/

Probably just an awful monitor/peripherals/other reactiontimeletcope, but for real.

>103 ms
>Doesn't even include the input buffer waiting time

That doesn't solve the problem, it makes it worse

nice image

184

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This is the absolute worst case scenario using a sane hardware configuration at 60 FPS.

Negligible USB lag > 16.6ms software polling > 33ms dual-core CPU workload > 16.6ms GPU rendering > 16.6ms V-sync waiting > 16.6ms frame scanout > negligible screen lag

So 100ms is about right in a poorly optimized game.

Not if the synchronization is perfect.
That never happens on PC due to variable specs and settings, but it's somewhat doable on consoles.

216ms

dam

In some extremely technical sense there may be a point, but I highly doubt that it ever comes into play for console gaming

You develop games that take them into account. Which current games already do. Input lag just replaced older hardware limitations like limited color palettes and limited sound channels, etc.

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I have nerve damage in my arms. If you do worse than this you should see a doctor.

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peaked at 204ms.

Crt
DDR 4000
Filter EMC EMI
overclock.net/forum/6-intel-motherboards/1433882-gaming-mouse-response-bios-optimization-guide-modern-pc-hardware.html
esreality.com/post/2640619/input-lag-tests-ql-csgo-q3a/
github.com/djdallmann/GamingPCSetup/tree/master/Technical References
youtube.com/user/xFPxAUTh0r1ty/videos
community.amd.com/thread/249238
Dont cap fps with shit soft
Buy a real mouse (logitech )

Attached: Souris.jpg (1749x2145, 588.46K)

Blame triple-buffering.
Dual-buffered console games with adaptive V-sync fare the best. Instead of dropping frames, you just tear the screen until it syncs up again. A few tears on top barely matter, certainly not worth microstuttering for.

Why are the G.Pro Wireless and G502 so far apart when they use the same sensor?

No same weight
No same shape

Attached: ypITYxm.png (1248x710, 75.56K)

All these lists still use the old MX518 which is retarded.