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Input lag

3 bytes added, 10:14, 13 September 2013
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===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<br />the delay between pressing a button and seeing the game react.<ref>http://www.anandtech.com/show/2803</ref>===
==Potential causes of delay from pressing a button to the game reacting==<br />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 The potential causes for "input lag"- according to console===<br />For wired controllers, this lag is the second definition- are described below (steps which have negligible. For wireless controllers, opinions vary as contributions to the effect of this input laghave been omitted). Some people claim to notice extra Each step in the process increases "input lag when using a wireless controller", while other people claim that however the 4-8 milliseconds of net result may be unnoticeable if the overall "input lag " is negligible.<ref>http://www.lockergnomelow enough.com/uncategorized/2011/08/26/wireless-controller-latency-is-it-a-problem/</ref>
===Network lag (online gaming only)Controller sends signal to console===<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.
<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> ===Network lag (online gaming only)=== <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. ===Console/PC processes next frame=== <br />A [[videogame console]] or [[personal computer|PC]] will send out a new [[frame rate|frame]] once it has finished performing the necessary calculations to create it. The rate at which this is achieved is measured with the [[frame rate]]. Using Gran Turismo 5 as an example, the maximum theoretical frame rate is 60 [[frames per second|FPS]] (frames per second), which means the minimum theoretical input lag for the overall system is {{nowrap|17 ms}} (note: the maximum real world FPS in 3D mode is 40-50 FPS).<ref>http://www.youtube.com/watch?v=REfb7qbUhC8</ref> In situations where processor load is high (e.g. many cars are on-screen on a wet track), this can drop to 30 FPS (16 FPS for 3D mode) which is equivalent to {{nowrap|32 ms.}}
===Display lag===<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.
==References==<br />{{reflist}}
 
[[Category:Video hardware]]
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