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Input lag

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Input
'''Input lag''' is the delay between pressing a button and seeing the game react.<ref>http://www.anandtech.com/show/2803</ref> The potential causes for "input lag" are described below (steps which have negligible contributions to the input lag have been omitted). Each step in the process increases "input lag", however, the net result may be unnoticeable if the overall "input lag" is low enough.
 
;Before diving in, let's distinguish between four key terms. Display lag, input lag, system latency, and [https://old.reddit.com/r/apexlegends/comments/f02vxz/apex_netcode_still_worst_of_all_brs/ netcode/network lag]. They might sound similar, but they affect your experience in different ways. While display and system lag can subtly influence input lag, it's crucial not to mix them up.
:''See GamersNexus: [https://www.youtube.com/watch?v=Fj-wZ_KGcsg Framerate Isn't Good Enough: Latency Pipeline, "Input Lag," Reflex, & Engineering Interview] and [https://youtu.be/C_RO8bJop8o Fixing GPU & CPU Benchmarks: Introducing Animation Error] videos for more information about some of these''.
==Causes==
===Display lag=== This is the lag caused by the modern displays/televisions/monitors (due to the nature of the digital technology). [[Wikipedia:Digital_image_processing|<abbr title="Shouldn't be confused with analog image processing.">Digital image processing</abbr>]] (such as upscaling, motion smoothing and edge smoothing etc.) takes time and therefore [https://www.rtings.com/monitor/tests/inputs/input-lag#why-there-s-input-lag adds some degree of input lag as well]. Once the frame has been processed, the final step is the [https://www.rtings.com/monitor/tests/motion/motion-blur-and-response-time pixel response time] for the pixel to display the correct color for the new frameAnalog [[Display FAQDisplays#CRT TVsCRT_TVs|CRT TVsHD CRTs]] and [[Display_FAQ#CRT_monitors|VGA CRT monitors]] have nearly zero display lag, due to the nature of the technologyLCDs, the exception being later model CRT TVs (HD CRTs) that OLEDs and other digital displays do have digital image processing such as High-Definition/HD, 100Hz/doubling the scanrate or 480p inputs, which use scaling. Having said that most modern "gaming" LCD monitors have "low enough" <abbr title="Shouldn't be confused with Display Lag though.">'''input''' lag</abbr>, and many newer TVs also have negligible '''cause noticable input''' lag so long as '''Game Mode is turned on'''. [[Input_lag#External_Links|These websites]] makes it a point to test the displays it reviews for display and input lag, so if you're in the market for a monitor or TV and display lag including input lag is a concern, check there first. ===[[Wikipedia:Compositing_window_manager|Compositor]]/Windows Aero===If you're using Windows Vista/7 and are playing in windowed mode, having [[Wikipedia:Windows_Aero|Aero]] enabled will add a noticeable amount of input lag because '''it forces vertical synchronization''' at the OS-level. The same thing applies to other OSes '''if''' compositing is enabled with VSync. Aero can be disabled in both Vista and 7, thus disabling compositing and lowering input lag when playing in windowed mode, but this can no longer be done from Windows 8 onward due to [[Wikipedia:Windows_Display_Driver_Model#WDDM_1.2|WDDM 1.2+]]. That said, exclusive fullscreen should automatically disable compositing on all Windows OSes, making it the preferred way to emulate in most cases. To disable Windows Aero under Windows Vista/7, select the Basic or Classic theme under Control Center > Personalization, or disable desktop composition under .exe properties > Compatibility. Some emulators and frontends allow you to disable desktop composition without having to switch themes.
===GPU driver latency===:;Response time:Once the digital processing done, the pixels need time to switch to the new frame's colors, which is called '[https://www.rtings.com/monitor/tests/motion/motion-blur-and-response-time pixel response time]' (cause a blur on screen, so it's different from input lag), remember, pixel response affects how fast you see the image update, while input lag impacts how quickly the display reacts to your commands.
There is video latency caused :Analog [[Display FAQ#CRT TVs|CRT TVs]] and [[Display_FAQ#CRT_monitors|VGA CRT monitors]] and even [[Displays#CRT_TVs|HD CRTs]] have very fast response times but it's limited by the GL drivers in Windows[https://Linuxold.reddit. Both com/r/crtgaming/comments/qyx4r3/is_this_normal_for_a_crt_monitor_if_not_is_there/ phosphor decay time] due to the nature of the GLX X11 technology. [[Displays#OLED_Monitors|OLED]] displays have almost no blur on screen due to their very fast response time and Windows GL/D3D drivers are full also capable of hacks, code pathsdisplaying true black levels, and buffer schemes which means that cater they do not require a backlight to benchmarking applications and games. This is counterproductive when the aim is low-latency audio produce an image and video synchronization for emulators. You don't want all this stuff going allows OLEDs to turn individual pixels on in the backgroundand off much faster than [[Displays#LCD_monitors|LCDs]], which require a backlight to produce an image.
Hard GPU sync options :While <abbr title="Flicker/PWM/BFI/strobe-based motion blur reduction such as LightBoost, ELMB, ULMB, VRB, DyAc, PureXP etc.">BFI (Black Frame Insertion)</abbr> technology can significantly improve motion clarity for LCDs, it still falls short of both OLED and CRT in terms of both perceived clarity and motion resolution, though it's a great alternative/bridge the gap between these display technologies, offering a compromise between OLED's brightness and CRT's legendary motion, although at the cost of some emulator frontends flicker, potential extra input lag and reduced overall brightness. Although strobing (BFI) can reduce or remove latency from buffering at eventually become obsolete in the possible expense future (including DyAc, ULMB, ELMB, VRB, etc) for modern content supporting 1000fps+ 1000Hz+ reprojection. This is a fully ergonomic PWM-free and flicker-free method of performancedisplay motion blur reduction. No PWM or flicker.[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection#dev]
This can be avoided by using If you're in the market for a monitor or TV; check [[Wikipedia:Mode_settingInput_lag#External_Links|KMSthese websites]] for input lag and [[Wikipedia:Direct_Rendering_Manager|DRM]]/[[Wikipedia:EGL_(API)|EGL]], specifically on Linuxdisplay lag performance of various display products. By using these modes, Some of the user is in control modern digital displays only have negligible amount of front input lag and back buffers display lag and don't have to rely on APIs, so that they can find where and when a frame was dropped and how to act accordingly with that in mind. It is advisable to get the latest driver to improve even some of them are near identical performance, as notable graphics chip manufacturers (e.g. Nvidia) do not find KMS a priority.<ref>[https://developer.nvidia.com/blog/understanding-and-measuring-pc-latency/ nvidia: Understanding and Measuring PC Latency]</ref> Intel and most AMD graphics chips, however, should be fine regardless, but it is still advisable compared to update driversAnalog CRTs.
Low===Input===[[File:Keyboard Switches demonstration.gif|thumb|298px|[https://thegamingsetup.com/gaming-keyboard/buying-level APIs such as Vulkan give the user control over buffering guides/keyboard-switch-chart-table actuation force] demonstration, see [https://www.x360ce.com/Keyboards this page]]]When it comes to delay of input devices most important thing usually is [[Wikipedia:Keyboard_controller_(computing)|input controllers]] (ASICS/MCU/[[Wikipedia:Embedded_controller|ECs]]), [[#External_Links|sensors]] and may lower latency without resource[[Wikipedia:Miniature_snap-heavy solutions like hard GPU syncaction_switch|switches]] including [https://deskthority. However, there is evidence that OpenGL has lower latency than Vulkan in some instancesnet/wiki/Category:Keyboard_switches_by_design switch designs].<ref>Wired/wireless usually doesn't matter ([https://forumskanuan.libretrogithub.comio/DS4WSite/ttroubleshooting/an-input-lagdelay-investigationbt/4407unless its Bluetooth with power saving mode]); the thing that really matter is "[https:/291</ref>forums.blurbusters.com/viewtopic.php?t=6162&start=10#p55425 consistency about polling rate]"; polling rate fluctuations cause stutters and unstable input device feedback to users. When it comes to wireless technology "consistency" may be affected by lots of environmental factors.
===ControllerSee [[Input_lag#External_Links|these websites]] for various controllers and keyboard/Input===mouse devices for input lag performance benchmarks.
When it comes to input delay of input devices most important thing usually is * Back in the days some people claim that [[Wikipedia:Keyboard_controller_(computing)DIN_connector|input controllers]] (ASICSDIN/MCU/[[Wikipedia:Embedded_controller|ECs]]), [[#External_Links|sensorsmini-DIN connection]] keyboards and mice give better results compared to cheap [[Wikipedia:Miniature_snap-action_switchUSB|switchesUSB connection]] including [https://deskthority.net/wiki/Category:Keyboard_switches_by_design switch designs]. Wired and wireless technologies usually doesn't affect that much ([https://kanuan.githubperipherals due to the nature of the technology.io/DS4WSite/troubleshooting/input-delay-bt/ unless its Bluetooth]); thing that really matter when it comes to Although this topic is actually "far from the truth [https://forums.blurbusters.com/viewtopic.php?t=6162&start=108411#p55425 consistency about polling ratep65756 it has better handling of the data]", polling rate fluctuations causes stutters and unstable input device feedbacks. When it comes whereas the USB busses can be more easily interrupted etc (kinda similar to wired/wireless technologies "polling consistency" may be affected by lots of environmental variables etcsituation mentioned above).:: [https://www.youtube.com/watch?v=eEswl6kZq5k Battle(non)sense: Keyboard Input Lag 125, 250, 500, 1000Hz USB vs.PS/2]
Some people even claim most * Make sure to use reasonable CPI/DPI and Polling rate values for USB devices because optimizing [[Wikipediahttps:DIN_connector|devices that use a DIN connection (PS/2, AT etc/www.youtube.)com/watch?v=lc7JVjcPzL0 input and matrix resolution]] are much faster than '''cheap''' [[Wikipediamay affect input delay little bit.::USB|USB connection]] devices due to the nature of the technology ([https://www.geeksforgeeksyoutube.orgcom/difference-between-interrupt-and-polling/ DINwatch?v=6AoRfv9W110 Battle(non)sense:Interrupt Low DPI vs USB:. High DPI and PollingRate Analysis]). See [[Input_lag#External_Links|these websites]] for various controllers and keyboard/mouse devices for input lag performance benchmarks.
For ===System (BIOS settings, bad drivers, OS misconfiguration) and placebo effect===Some people claims that default BIOS settings, Windows settings, registry settings, bloated services etc. causes little bit input devices make sure using reasonable DPI/CPI values delay and if you tweak these settings it will improve your system responsiveness. These kind of tweaks on internet considerably popular due to placebo effect but actually some of them really improves input delay a tiny bit. If you're obsessed with hacking your operating system and polling rate values improving your system responsiveness even for USB devices because optimizing a little bit you can check out [https://wwwdocs.youtubegoogle.com/watch?vspreadsheets/d/19rFOoJtx8OTF7GumSxwhB_3oCQ5bmY4bSpth7ef69Iw/edit#gid=lc7JVjcPzL0 input 0 FR33THY's latency analysis] and matrix resolution] may affect input delay little bit.<ref>also [https://www.youtube.com/watch?v=6AoRfv9W110 Battle89R9KlJ3ocM optimization pack] which includes useful scripts. Most importantly make sure to use always proper and official drivers for your computer otherwise it may affect your system responsivess negatively (non)sense: Low DPI vse.g. High DPI and Polling Rate Analysis]</ref>DPC Latency, spikes, IRQ issues etc.)
===BIOS, Bad driver, OS misconfiguration and placebo effect===Some people claims that BIOS settings (most motherboard vendors and models usually) and Windows OS by default comes with registry settings, bloated services etc. that causes little bit extra input lag and if you tweak these settings it will affect input delay positively. These kind of tweaks on internet considerably popular due to placebo effect but actually some of them really improves input delay a tiny bit. If you're obsessed with hacking OS and improving your system responsiveness you can check out [[Input_lag#External_Links|FR33THY's latency analysis]] which is includes useful scripts and tweaks. Also see See [[#Ways_to_reduce_input_lag|ways to reduce input lag section]] for more proper ways to reducing input delay.
Some people even ====[https[Wikipedia://forums.blurbusters.com/viewtopic.php?fCompositing_window_manager|Compositor]]===10&t=6378 claim that If you're using "ICC Profiles" Windows Vista/7 and playing in windowed mode, having [[Wikipedia:Desktop_Window_Manager|DWM]] enabled will add a noticeable amount of input lag because it forces vertical synchronization at the OS-level. The same thing applies to other than default OS one causing little bit extra OSes if their compositor uses V-Sync. [[Wikipedia:Windows_Aero|Windows Aero]] and [[Wikipedia:Desktop_Window_Manager|DWM]] can be disabled in both Vista and 7, thus disabling compositing and lowering input delaylag when playing in windowed mode, but this can no longer be done from Windows 8 onward due to [[Wikipedia:Windows_Display_Driver_Model#WDDM_1.2|WDDM 1.2+]]. That said, exclusive fullscreen should automatically disable compositing on all Windows OSes, making it the preferred way to emulate in most cases.
Make sure using proper ====GPU driver====There is video latency caused by the GL drivers in Windows/Linux. Both the GLX X11 and Windows GL/D3D drivers are full of hacks, code paths, and buffer schemes that cater to benchmarking applications and games. This is counterproductive when the aim is low-latency audio and video synchronization for your devices otherwise it will affect your system responsivess negatively emulators. You don't want all this stuff going on in the background. This can be avoided by using [[Wikipedia:Mode_setting|KMS]] and [[Wikipedia:Direct_Rendering_Manager|DRM]]/[[Wikipedia:EGL_(API)|EGL]], specifically on Linux. By using these modes, the user is in control of front and back buffers and don't have to rely on APIs, so that they can find where and when a frame was dropped and how to act accordingly with that in mind. It is advisable to get the latest driver to improve performance, as notable graphics chip manufacturers (High DPC Latency/spikes etce.g.Nvidia), see do not find KMS a priority.<ref>[https://olddeveloper.redditnvidia.com/rblog/Windows11understanding-and-measuring-pc-latency/commentsnvidia: Understanding and Measuring PC Latency]</12yghi6/eliminating_high_dpc_latency_and_getting_kernel/ this thread] for more informationref> Intel and most AMD graphics chips, however, should be fine regardless, but it is still advisable to update drivers.
==Ways to reduce input lag==
;Display
:;Option 1
*[[Display FAQ#CRT TVs|CRT TV]] OR [[Display_FAQ#CRT_monitors|VGA CRT]] (not [[Display FAQ#CRT TVs|HD CRTs]]) with analog input/output. If your GPU only support digital output then use [https://old.reddit.com/user/ahayriSG/comments/16q18h6/highend_dacs_for_crts/ high-end DAC/Digital-to-Analog converters] for higher resolutions and refresh rates (Keep in mind that HDMI ones generally [https://youtu.be/WIDeNItt69s?t=1885 pretty bad]). But what about digital-to-analog conversion input lag? See Aperture Grille's video about [https://youtu.be/puu-iyTsZtg?t=840 testing GPU-Passthrough and cheap DAC input lag results]. Also see [https://hardforum.com/threads/24-widescreen-crt-fw900-from-ebay-arrived-comments.952788/page-435#post-1044652495 this thread] for more information about high-end DACs.
::Use Custom resolution/CRTSwitchRes solutions for displaying it on a CRT display in the correct resolutions. You could use built-in Custom resolution/CRTSwitchRes solutions like RetroArch's [https://docs.libretro.com/guides/crtswitchres/ CRTSwitchRes] or [[GroovyMAME]] using with [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT emudriver] which is much more practical compared to using EDID editor tools such as [[Displays#240p.2F480i|Custom Resolution Utility (CRU)]] or using Linux in KMS mode<ref>https://wiki.archlinux.org/index.php/kernel_mode_setting</ref><ref>https://docs.libretro.com/guides/kms-mode/</ref>. See [https://emulation.gametechwiki.com/index.php?search=%22%23Enhancements|Enhancements%22&title=Special%3ASearch&limit=500&profile=default&fulltext=1 #Enhancements sections] in each page for "built-in custom resolution/CRTSwitchRes" support for emulators.
:;Option 2
*[[#External_Links|Fast-TN or IPS panel LCD or fast-OLED display]], also make sure that you mitigate input lag on [[Displays#LCD_monitors|LCDs]] and [[Displays#OLED_TVs_and_Monitors|OLEDs]] by turning on "game mode" from display OSD if available (this will turn off some post-processing options on display). If your LCD display is old set your [https://www.youtube.com/watch?v=Qdp7VfLXnB4&t=279s native resolution to native panel resolution] for preventing possible poor quality hardware display scaler otherwise you can use [https://forums.blurbusters.com/viewtopic.php?t=6155#p46190 GPU scaling] if you have at least mid range GPU.
::If you have a "gaming" monitor you can also turn on "overdrive" option if available for overclocking pixels (applies overvoltage to pixels) making them react faster (better pixel response time) which results in less ghosting. That said, increasing pixel overdrive may cause inverse ghosting as the increased voltage can cause the pixels to [https://www.rtings.com/monitor/tests/motion/motion-blur-and-response-time#test_4246 overshoot] the colors. See [[#External_Links|these websites and reviews]] to learn information about your display devices capabilities and performance.
::Also you could use latest [[MAME]] with "[https://shmups.system11.org/viewtopic.php?t=65615 -lowlatency]" flag for your variable refresh rate supported monitor.
*----;Input'''1.''' Wired controller/input device (just for minimizing possible negative factors, just like using wired connection for router and client device)----;System*Linux OS in KMS mode<ref>https://wiki'''1.archlinux.org/index.php/kernel_mode_setting</ref><ref>https://github.com/libretro/RetroArch/wiki/KMS-mode</ref> OR Windows OS with [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver] but you need compatible GPU for this.**''' Use exclusive fullscreen for Windows 8+ and onwards if available. Reason for this is because with borderless windowed, or and windowed fullscreen in Windows 8 and later, due to [[Wikipedia:Windows_Display_Driver_Model#WDDM_1.2|WDDM 1.2+]] the desktop composition cannot be disabled manuallyanymore, so your only hope to avoid the compositing lag penalty is to play in exclusive fullscreen mode. *Use [[Display FAQ#CRT TVs|CRT TV]] OR [[Display_FAQ#CRT_monitors|VGA CRT]] with analog input/output. If your GPU only support digital output then use [https://old.reddit.com/user/ahayriSG/comments/16q18h6/highend_dacs_for_crts/ high-end DAC/Digital-to-Analog converters]. [https://youtu.be/WIDeNItt69s?t=1885 HDMI ones generally pretty bad]. See [https://hardforum.com/threads/24-widescreen-crt-fw900-from-ebay-arrived-comments.952788/ this thread] for more information about high-end DACs.**Also you could use RetroArch's [https://docs.libretro.com/guides/crtswitchres/ CRTSwitchRes] option with your CRT display. Works the best with CRT Emudriver, no pre setup required for Linux other than X11 of course. Another option is using [[GroovyMAME]] instead of MAME, [http://forum.arcadecontrols.com/index.php/topic,162364.msg1711236.html?PHPSESSID=3on534tbvcn64srjrnmi387mnf#msg1711236 using VMM to export settings to mame.ini]. Also there is a [https://github.com/PCSX2/pcsx2/issues/6348 "CRT Mode" feature request] for adding similar option to PCSX2.**If you don't have a CRT, you can mitigate input lag on LCDs by setting the display to game mode if available (this will turns off some post-processing effects) and also set resolution to native panel resolution (for preventing possible low quality hardware display scaler or [https://www.youtube.com/watch?v=Qdp7VfLXnB4&t=279s GPU scaling] delay)**If you have a "Gaming" monitor you can also turn on "Overdrive" if available for overclocking/applies overvoltage to pixels making them react faster (Pixel response time) which results in less ghosting. That said, increasing pixel overdrive may cause inverse ghosting as the increased voltage can cause the pixels to [https://www.rtings.com/monitor/tests/motion/motion-blur-and-response-time#test_4246 overshoot] the colors. See [[#External_Links|these websites and reviews]] to learn information about your display devices capabilities and performance. *Turn off digital image processing options from nvidia control panel etc. including post-processing effects such as [[Shader_Presets|shader chain/preset]] from applications if you're using heavy/intensive one. *Always [https://youtu.be/7DPqtPFX4xo?t=72 make sure your GPU underutilized] for preventing [https://images.nvidia.com/content/images/article/system-latency-optimization-guide/nvidia-latency-optimization-guide-pc-latency.png render queue bottleneck] which causes considerable amount of input lag. Also never use in-game [https://youtu.be/L07t_mY2LEU?t=530 vertical sync] because sometimes it includes Triple buffering which is negatively affect input lag. Use alternatives for capping your framerate such as in-game frame capping or "Nvidia Max Frame Rate". However you could use [https://youtu.be/7DPqtPFX4xo?t=650 NVIDIA Reflex feature '''instead of capping your framerate and underutilizing your GPU'''], but not all [https://www.nvidia.com/en-gb/geforce/technologies/reflex/supported-products/ games supports this feature].**But if you have a G-SYNC monitor another option for you is using V-SYNC option '''from Nvidia Control Panel''' with Low Latency Mode: ULTRA setting. According to Nvidia; For G-SYNC gamers who don’t want to tear, keeping VSYNC ON from Nvidia Control Panel while using NVIDIA Reflex or NVIDIA Ultra Low Latency Mode, will automatically cap the framerate below the refresh rate, preventing VSYNC backpressure, eliminating tearing, and keeping latency low if you become GPU bound below the refresh rate of your display. Do note, however, that this method will result in slightly higher latency than just letting your FPS run uncapped with NVIDIA Reflex enabled. As a side note, VSYNC ON in the NVIDIA Control Panel will only work for Fullscreen applications. In addition, MS Hybrid-based laptops do not support VSYNC ON. If you are gaming in windowed mode or on one of these laptops, and want to utilize G-SYNC + VSYNC + Reflex mode, use in-game VSYNC.<ref>[https://www.nvidia.com/en-us/geforce/guides/gfecnt/202010/system-latency-optimization-guide/ Nvidia: System latency optimization guide]</ref> *Some graphics drivers enforce excessive frame buffering, which may be eliminated with GPU commands. RetroArch's [[Vsync#Hard_GPU_Sync|Synchronization Fences/Hard Sync]] for OpenGL does this. If using Vulkan, be sure to set the [https://arm-software.github.io/vulkan_best_practice_for_mobile_developers/samples/performance/swapchain_images/swapchain_images_tutorial.html max swapchain images] parameter to 2, though weaker GPUs, especially Intel iGPUs, can struggle with this, particularly if using shaders or increasing rendering resolution. *A relatively new lag-mitigating technique known as [https://github.com/higan-emu/emulation-articles/tree/master/input/run-ahead Run-Ahead] has recently been implemented in several emulators and frontends, which leverages spare performance overhead to run one or more instances of the emulator ahead of the regular instance, then uses save state rollback to lay that instance over what you see, effectively cutting a whole frame or more of input lag. Most games, even on real hardware on a CRT, have at least one hard-coded frame between executing an action on the controller and said action being reflected on screen, so setting Run-Ahead to 1 frame cuts out that superfluous frame and thus is usually considered safe, but setting it to 2 or more can result in dropped frames and perceived video stutter (though some games can benefit from 2 or more frames, particularly a lot of 5th-gen games). This is also quite processor-heavy, as every extra Run-Ahead frame requires a whole extra instance of the emulator, easily doubling or tripling CPU load, and some emulators are currently not able to use Run-Ahead at all. That said, combined with all the other lag reduction techniques on a sufficiently powerful system, Run-Ahead in theory can actually result in less input lag than even real hardware.**Another option for lag-mitigating technique known as Preemptive Frames. See [https://www.youtube.com/watch?v=NDYqRoyOKI4 this video] for information.
''It cannot '2.''' Turn off digital image processing and [https://youtu.be understated how much system requirements increase the more lag reduction measures are employed/NzYvudM9BmI?t=723 frame generation] options from [https://www.pcgamingwiki. A computer or device that would normally be able to run an emulator or core at full speed with ease can suddenly find itself chugging with said measures implementedcom/wiki/Category:Graphics_Adaptor GPU driver control panel] if it cause additional/noticeable input delay, especially once Run-Ahead and Frame Delay come into play, which may necessitate foregoing some of them. Some ways to alleviate the load and unlock more lag mitigation potential include making sure performance options are enabledframe generation technologies can noticeably affect input delay, either positively or negatively, turning depending on speed hacks or dynarecs if applicable (to the extent that they don't hamper the game significantly, that is), or switching to faster, less accurate emulatorspecific technique used[https://cores altogether, as the less CPU intensive an emulator is, the more performance overhead is left over for lag reductionblurbusters. An example would be switching from bsnes to SNES9X, which trades cycle accuracy com/frame-generation-essentials-interpolation-extrapolation-and compatibility with a handful of games for far greater performance and thus more room to reduce input lag-reprojection]. Also, as implied before, if you have to choose between Run're using intensive one turn off post-Ahead processing effects from applications/emulators and Frame Delay, you should almost always choose Run[https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel].:'''2.1.''' Turn on DLSS/FSR upscaling technologies [https://youtu.be/-Ahead. Of course, ajK3netvv4?t=173 if it increases your system is powerful enough to run the most accurate emulators along with all the input lag reduction techniques all at once, go ahead and do soframerate which will likely decrease your latency].''
*Some emulator frontends like [[RetroArch]] or [[GroovyMAME]] have the option named "'''3.''' Use [https://wwwemulation.libretrogametechwiki.com/index.php/retroarch?search=%22%23Enhancements|Enhancements%22&title=Special%3ASearch&limit=500&profile=default&fulltext=1 input lag-mitigating techniques] if application supports it.:'''3.1.''' A relatively new lag-9mitigating technique known as [https://github.com/higan-13emu/emulation-automaticarticles/tree/master/input/run-frameahead Run-delay/ Frame DelayAhead]" has recently been implemented in several emulators and frontends, which leverages spare performance overhead to delay run one or more instances of the emulator ahead of the processing regular instance, then uses save state rollback to lay that instance over what you see, effectively cutting a whole frame or more of emulation for input lag. Most games, even on real hardware on a few milliseconds until right before CRT, have at least one hard-coded frame between executing an action on the given controller and said action being reflected on screen, so setting Run-Ahead to 1 frame period cuts out that superfluous frame and thus is overusually considered safe, which causes inputs but setting it to be polled quickly before your display refreshes instead at the beginning 2 or more can result in dropped frames and perceived video stutter (though some games can benefit from 2 or more frames, particularly a lot of the 16.7ms (for 60 fps5th-gen games) frame period. The amount of time you can use Frame Delay without dropping frames This is dependent on the performance also quite processor-heavy, as every extra Run-Ahead frame requires a whole extra instance of the emulator , easily doubling or tripling CPU load, and some emulators are currently not able to use Run-Ahead at all. That said, combined with all the other lag reduction techniques on your machinea sufficiently powerful system, Run-Ahead in theory can actually result in less input lag than even real hardware. Predictive waiting may also be forced with any DirectX based program through [https://community'''3.pcgamingwiki2.com/files/file/897''' Another option for lag-gedosato/ GeDoSaTo]mitigating technique known as Preemptive Frames. Also you can use See [https://www.libretroyoutube.com/index.php/retroarch-1-9-13-automatic-frame-delay/ Automatic Frame Delaywatch?v=NDYqRoyOKI4 this video] instead of manually giving a value for Frame Delayinformation.
''Realistically, Frame Delay '4.''' Always make sure that your [https://youtu.be/7DPqtPFX4xo?t=72 GPU is underutilized] for preventing [https://youtu.be/K_k1mjDeVEo?t=83 render queue bottleneck] which causes considerable amount of input lag. If that is the last thing to configurecase use framerate capping such as "in-game frame capping" or equivalent option from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel].:'''4.1.''' [https://youtu.be/7DPqtPFX4xo?t=650 NVIDIA Reflex feature] from in-game option will prevent this, after but unfortunately not all other sync GPUs and buffer settings and Run[https://www.nvidia.com/en-gb/geforce/technologies/reflex/supported-Ahead frames products/ games supports this feature].:'''4.2.''' If you have been configured a VRR capable display another option for your you to prevent this is simply using both [[Vsync|V-SYNC]] and "Low Latency Mode: ULTRA" or "AMD Anti-Lag+" options '''from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel]'''; this will automatically prevent "render queue bottleneck".<ref name=renderqueueandvsyncbackpressure>[https://www.nvidia.com/en-us/geforce/guides/gfecnt/202010/system-latency-optimization-guide/ Nvidia: System latency optimization guide], [https://forums.blurbusters.com/viewtopic.php?t=8645 BlurBusters thread: Nvidia Reflex and low latency mode]</ref>::''s performance'4.2.1.''' Keep in mind that if you are using [[Vsync|V-SYNC]] on non-VRR capable display, as it gives the least will result "V-SYNC backpressure" which will cause additional input lag reduction bang for your CPU load buck[https://youtu.be/L07t_mY2LEU?t=530 (especially if it includes triple buffering)].::'''4.2.2. It is possible on systems ''' If you have a VRR capable display and using "AMD Anti-Lag+" and also want to eliminate tearing completely with performance much higher than is required all of these: [https://youtu.be/K_k1mjDeVEo?t=727 you need to run at full speeduse framerate limiter again, because it does not keep the framerate inside the variable refresh rate range of the display] unlike Nvidia's "Low Latency Mode: ULTRA" solution.''
*There are some emulators have the option named "threaded presentation" OR "backend multithreading" for Vulkan video renderer backend and some people claim that this technique adds a '''5.''' Some graphics drivers enforce excessive frame of input lag. (e.gbuffering, which may be eliminated with GPU commands. RetroArch's [[https:Vsync#Hard_GPU_Sync|Synchronization Fences//githubHard Sync]] for OpenGL does this.com/libretro/flycast/issues/738 Flycast_libretro]If you're using Vulkan backend, be sure to set the [https://oldarm-software.redditgithub.comio/rvulkan_best_practice_for_mobile_developers/RetroArchsamples/commentsperformance/vwktz2swapchain_images/pcsx2_turned_off_vsync_to_reduce_input_lag_but/ifqkbux/ LRPS2swapchain_images_tutorial.html max swapchain images]). This option has actually existed for some time in various emulators that implemented Vulkan renderer backend. What it actually does is when the CPU wants to make something draw it has parameter to issue a "draw call" which takes up CPU time, on old APIs this was nearly all done on one thread2, the reason for that is different threads can't access other threads data though weaker GPUs (quicklyespecially Intel iGPUs) if it's being updated and because of how it used to be done, you needed to synchronise threads a lot and that meant that using lots of threads ended up not always being too helpfulcan struggle with this, in Vulkan because the person particularly if using the API is more explicit about how they want their memory and what have you allocated and used it's easier to submit "draw calls" on multiple threads so it (usually) performs better because it's designed to avoid the issues of older APIs.<ref>intensive [[Shader_Presets|shader presets]] or increasing [[https://old.redditResolution|internal or rendering resolution]].com/r/DolphinEmulator/comments/ckfes1/back_end_multithreading_with_vulkan_how_much_of_a/evrbv2h/ sdrawkcabdaertseb's comment about vulkan threaded presentation]</ref>
*If you '''6.''' Some emulator frontends like [[RetroArch]] or [[GroovyMAME]] have a variable refresh rate supported monitor you could also use these settings: Latest MAME versions the option named "[https://shmupswww.system11libretro.orgcom/viewtopicindex.php?t=65615 /retroarch-1-9-13-automatic-frame-lowlatencydelay/ Frame Delay]" flag and RetroArch's to delay the processing of emulation for a few milliseconds until right before the given V-SYNC frame period is over, which causes inputs to be polled quickly before your display refreshes instead at the beginning of the newer V-SYNC frame period. The amount of time you can use Frame Delay without dropping frames is dependent on the performance of the emulator on your machine. Use [https://www.libretro.com/index.php/upcoming-retroarch-1-79-13-4automatic-syncframe-delay/ Automatic Frame Delay] if you don't want tomanually give a value for Frame Delay. Keep in mind that realistically, Frame Delay is the last thing to configure, after all other "sync and buffer settings" and "Input lag mitigation techniques" have been configured for your system's performance, as it gives the least lag reduction bang for your CPU load buck. ''Also "Predictive waiting" may also be forced with any DirectX based program through'' [https://community.pcgamingwiki.com/files/file/897-exactgedosato/ GeDoSaTo].-content-frame-rate-ideal;SummaryIt cannot be understated how much system requirements increase the more lag reduction measures are employed. A computer or device that would normally be able to run an emulator or core at full speed with ease can suddenly find itself chugging with said measures implemented, especially once Run-Ahead and Frame Delay come into play, which may necessitate foregoing some of them. Some ways to alleviate the load and unlock more lag mitigation potential include making sure performance options are enabled, turning on speed hacks or dynarecs if applicable (to the extent that they don't hamper the game significantly, that is), or switching to faster, less [[Emulation_accuracy|accurate]] emulator/cores altogether, as the less CPU intensive an emulator is, the more performance overhead is left over forlag reduction. An example would be switching from bsnes to SNES9X, which trades [[Emulation_accuracy|cycle accuracy]] and compatibility with a handful of games for far greater performance and thus more room to reduce input lag. Also, as implied before, if you have to choose between Run-gAhead and Frame Delay, you should almost always choose Run-syncfreesync-users/ Sync To Exact Content Frame RateAhead. Of course, if your system is powerful enough to run the most [[Emulation_accuracy|accurate]]emulators along with all the input lag reduction techniques all at once, go ahead and do so.
==References==
==External Links==
*[https://inputlag.science/ inputlag.science] - repository of knowledge about input lag in gaming*[https://docs.google.com/spreadsheets/d/1XvuDUHluuqDJ0DmF_PrWIjsLBgeg8CKVlL0w_Cyguxk/edit#gid=1101422075 Run-Ahead Wiki]<br/>*[https://sensor.fyi/mice/ Mouse devices sensor list]<br/>*[https://old.reddit.com/user/DestinyXZ9/submitted/ DestinyXZ9's investigations about input lag in various emulators]<br/>*[https://www.rtings.com/monitor/tests/inputs/input-lag RTINGS: Input Lag of Monitors]<br/>*[https://www.rtings.com/tv/tests/inputs/input-lag RTINGS: Input Lag of TVs]<br/>*[https://www.rtings.com/monitor/tests/motion/motion-blur-and-response-time RTINGS: Pixel Response Time of Monitors]</br>*[https://www.rtings.com/tv/tests/motion/motion-blur-and-response-time RTINGS: Pixel Response Time of TVs]</br>*[https://tftcentral.co.uk/reviews_index TFTCentral: Reviews and Input Lag analysis of Monitors]<br/>*[https://www.aperturegrille.com/reviews/ ApertureGrille: Reviews and Input Lag analysis of Monitors]<br/>*[https://docs.google.com/spreadsheets/d/1KlRObr3Be4zLch7Zyqg6qCJzGuhyGmXaOIUrpfncXIM/edit#gid=0 Controller latency on MiSTer] ([https://old.reddit.com/r/allbenchmarks/comments/gz1bhx/controller_latency_testing_spreadsheet_by/ftdkptr/ might find this interesting as well])<br/>*[https://www.youtube.com/watch?v=ahsO5bhBUtk Rocket Science: Controller Input Lag comparison video]<br/>*[https://www.rtings.com/mouse/tests/control/latency RTINGS: Mouse Click Latencies]<br/>*[https://www.rtings.com/mouse/tests/control/cpi RTINGS: Mouse CPI and Speed-Related Accuracy Variation/SRAV results]<br/>*[https://www.rtings.com/mouse/tests/control/sensor-latency RTINGS: Mouse sensor latencies]<br/>*[https://www.rtings.com/keyboard/tests/latency RTINGS: Keyboard Latencies]<br/>*[https://mousespecs.org/mouse-click-latencies/ mousespecs: Mouse Click Latencies]<br/>[https://www.youtube.com/@RocketJumpNinja/videos Rocket Jump Ninja (Usually reviews mouse devices)]</br>*[https://www.anandtech.com/show/2803 Derek Wilson/AnandTech: Exploring Input Lag Inside and Out]<br/>*[https://blurbusters.com/gsync/preview2/ BlurBusters: Preview of NVIDIA G-SYNC, Part #2 Input Lag]<br/>*[https://www.retrorgb.com/bsnes-runahead-mode-lag-tested.html RetroRGB: BSNES Runahead Mode Lag Tested]<br*[https://www.youtube.com/@RocketJumpNinja/>videos Rocket Jump Ninja] - YouTube channel dedicated to mouse reviews*[https://www.youtube.com/@BattleNonSense/videos Battle(non)sense (Usually analysis ] - YouTube channel dedicated to analysing netcode performance of games and testing input lag , system responsiveness etc.)]<br/>*[https://www.youtube.com/@FR33THY/videos FR33THY (Usually reviews ] - YouTube channel dedicated to computer hardware and peripherals, for testing for input lag and system responsiveness etc.)]<br/>*[https://docs.googlegithub.com/spreadsheetshrydgard/dppsspp/19rFOoJtx8OTF7GumSxwhB_3oCQ5bmY4bSpth7ef69Iwissues/edit#gid=0 FR33THY latency analysis17685 PPSSPP: Input lag too high, ideas for improvement]<br/>*[https://githubforums.libretro.com/hrydgardt/ppsspp/issuesan-input-lag-investigation/17685 PPSSPP4407 Brunnis: Input An input lag too high investigation]*[https://sites.google.com/view/noodallsinputlagtestingresults/video-interrupt-method- ideas for improvementresults noodalls Input Lag Testing Results]
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