Changes

Jump to navigation Jump to search

Input lag

1,089 bytes removed, 11:24, 13 September 2013
no edit summary
In video games, '''input lag''' is either  the delay between the television or monitor receiving a signal and it being displayed on the screen<ref>http://www.flatpanelshd.com/focus.php?subaction=showfull&id=1229335064</ref> (see [[input lag#Display lag|display lag]] below), or 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.
==Causes==
The potential causes for "input lag"- according to the second definition- 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. ===Controller sends signal to console===
<br />For wired controllers, this lag is negligible. For wireless controllers, opinions vary as to the effect of this lag. Some people claim to notice extra lag when using a wireless controller, while other people claim that the 4-8 milliseconds of lag is negligible.<ref>http://www.lockergnome.com/uncategorized/2011/08/26/wireless-controller-latency-is-it-a-problem/</ref>
<br />Since the game requires information on the location of other players, there is sometimes a delay as this information travels over the network. This occurs in games where the input signals are "held" for several frames (to allow time for the data to arrive at every player's console/PC) before being used to render the next frame.<ref>http://skullgirls.com/2011/09/skullgirls-ggpo-and-you/</ref> At 25 FPS, holding 4 frames adds {{nowrap|160 ms}} to the overall input lag.
===ConsoleDisplay lag<br /PC processes next frame>{{main|Display lag}}===
<br />A videogame console or [[personal computer|PC]] will send out a new [[frame rate|frame]] once it has finished performing This is the lag caused by the necessary calculations to create it. The rate at television (which this is achieved is measured with also called "input lag" by the [[frame rate]]first definition above). Using Gran Turismo 5 Image processing (such as an exampleupscaling, 100&nbsp;Hz, the maximum theoretical frame rate is 60 [[frames per second|FPS]] (frames per secondmotion smoothing, edge smoothing), which means the minimum theoretical takes time and therefore adds some degree of input lag for the overall system . It is generally considered that input lag of a television below {{nowrap|17 30 ms}} (note: the maximum real world FPS in 3D mode is 40-50 FPS).not noticeable,<ref>http://www.youtubebit-tech.comnet/hardware/monitors/2009/02/06/the-dark-side-of-overdrive/watch?v=REfb7qbUhC84</ref> In situations where processor load is high (ediscussions on gaming forums tend to agree with this value.g. many cars are on-screen on a wet track)Once the frame has been processed, this can drop the final step is the [[pixel response time]] for the pixel to 30 FPS (16 FPS display the correct colour for 3D mode) which is equivalent to {{nowrap|32 msthe new frame.}}
===Display lagTypical overall response times===<br />{{main|Display lag}}<br />This is the lag caused by the television (which is also called "input lag" by the first definition above). Image processing (such as upscaling, 100&nbsp;Hz, motion smoothing, edge smoothing) takes time and therefore adds some degree of input lag. It is generally considered that input lag of a television below {{nowrap|30 ms}} is not noticeable,<ref>http://www.bit-tech.net/hardware/monitors/2009/02/06/the-dark-side-of-overdrive/4</ref> discussions on gaming forums tend to agree with this value. Once the frame has been processed, the final step is the [[pixel response time]] for the pixel to display the correct colour for the new frame.
==Typical overall response times==<br />Testing has found that overall "input lag" (from controller input to display response) times of approximately {{nowrap|200 ms}} are distracting to the user.<ref>http://www.eurogamer.net/articles/digitalfoundry-lag-factor-article?page=2</ref> It also appears that (excluding the monitor/television [[display lag]]) {{nowrap|133 ms}} is an average response time and the most sensitive games ([[first person shooters]] and Guitar Hero) achieve response times of {{nowrap|67 ms}} (again, excluding [[display lag]]).
==References==<br />{{reflist}}
[[Category:Video hardware]]
Anonymous user

Navigation menu