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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]. [[Displays#CRT_TVs|HD CRTs]], LCDs, OLEDs and other digital displays do have digital image processing and cause noticable input lag.
This is the lag caused by the modern displays/televisions/monitors (due to the nature of :;Response time:Once the digital technology). [[Wikipedia:Digital_image_processing|<abbr title="Shouldn't be confused with analog image processing.">Digital image processing</abbr>]] (such as upscalingdone, motion smoothing and edge smoothing etc.) takes the pixels need 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 to switch to the new frame has been processed's colors, the final step which is the called '[https://www.rtings.com/monitor/tests/motion/motion-blur-and-response-time pixel response time] for the ' (cause a blur on screen, so it's different from input lag), remember, pixel to display response affects how fast you see the correct color for image update, while input lag impacts how quickly the new framedisplay reacts to your commands.
: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'''nearly''' zero input lag, but display lag s limited by [https://old.reddit.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 technology. Although [[Display FAQ#CRT TVs|HD CRTs]] that do digital image processing such as High-Definition, 100Hz/doubling the scanrate or 480p inputs which use scaling and cause noticable input lag. [[Displays#OLED_Monitors|OLEDsOLED]] displays have almost no display lag blur on screen due to their very fast response time and the nature of the technology. They are also capable of displaying true black levels, which means that they do not require a backlight to produce an image and this allows OLEDs to turn individual pixels on and off much faster than [[Displays#LCD_monitors|LCDs]], which require a backlight to produce an image.
If you: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're in s a great alternative/bridge the market for gap between these display technologies, offering a monitor or TV compromise between OLED's brightness and display lag including input lag is a concern; check [[Input_lag#External_Links|these websites]] because some of CRT's legendary motion, although at the modern displays only have negligible amount cost of some flicker, potential extra input lag and display lag and even some of them are near identical performance compared to Analog CRTsreduced overall brightness===[[Wikipedia:Compositing_window_manager|Compositor]]===If you're using Windows Vista/7 and playing Although strobing (BFI) can eventually become obsolete in windowed modethe future (including DyAc, ULMB, ELMB, having [[Wikipedia:Desktop_Window_Manager|DWM]] enabled will add VRB, etc) for modern content supporting 1000fps+ 1000Hz+ reprojection. This is a noticeable amount fully ergonomic PWM-free and flicker-free method of input lag because it forces vertical synchronization at the OS-leveldisplay motion blur reduction. The same thing applies to other OSes if their compositor uses V-SyncNo PWM or flicker. [[Wikipediahttps:Windows_Aero|Windows Aero]] //blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and [[Wikipedia:Desktop_Window_Manager|DWM]] 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-reprojection#WDDM_1.2|WDDM 1.2+dev]]. That said, exclusive fullscreen should automatically disable compositing on all Windows OSes, making it the preferred way to emulate in most cases.
===GPU driver===There is video latency caused by the GL drivers If you're 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 market for emulators. You don't want all this stuff going on in the background. This can be avoided by using 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.
===Input===
[[File:Keyboard Switches demonstration.gif|thumb|298px|[https://thegamingsetup.com/gaming-keyboard/buying-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 [[Wikipedia:Miniature_snap-action_switch|switches]] including [https://deskthority.net/wiki/Category:Keyboard_switches_by_design switch designs]. Wired/wireless usually doesn't matter ([https://kanuan.github.io/DS4WSite/troubleshooting/input-delay-bt/ unless its Bluetooth with power saving mode]); the thing that really matter is "[https://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.
See [[Input_lag#External_Links|these websites]] for various controllers and keyboard/mouse devices for input lag performance benchmarks.
* Back in the days some people claim that [[Wikipedia:DIN_connector|DIN/mini-DIN connection]] keyboards and mice give better results compared to cheap [[Wikipedia:USB|USB connection]] peripherals due to the nature of the technology. Although this is far from the truth [https://forums.blurbusters.com/viewtopic.php?t=8411#p65756 it has better handling of the data], whereas the USB busses can be more easily interrupted etc(kinda similar to wired/wireless polling consistency situation mentioned above).
:: [https://www.youtube.com/watch?v=eEswl6kZq5k Battle(non)sense: Keyboard Input Lag 125, 250, 500, 1000Hz USB vs. PS/2]
:: [https://www.youtube.com/watch?v=6AoRfv9W110 Battle(non)sense: Low DPI vs. High DPI and Polling Rate Analysis]
===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 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 improving your system responsiveness even for a little bit you can check out [https://docs.google.com/spreadsheets/d/19rFOoJtx8OTF7GumSxwhB_3oCQ5bmY4bSpth7ef69Iw/edit#gid=0 FR33THY's latency analysis] and also [https://www.youtube.com/watch?v=89R9KlJ3ocM 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 (e.g. High DPC Latency, spikes , IRQ issues etc.)
See [[#Ways_to_reduce_input_lag|ways to reduce input lag section]] for reducing input delay.
==Ways ==[[Wikipedia:Compositing_window_manager|Compositor]]====If you're using 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 reduce other 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 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.
;Display choice====GPU driver====*[[Display FAQ#CRT TVs|CRT TV]] OR [[Display_FAQ#CRT_monitors|VGA CRT]] (not [[Display FAQ#CRT TVs|HD CRTs]]) with analog inputThere is video latency caused by the GL drivers in Windows/outputLinux. If your GPU only support digital output then use [https:Both the GLX X11 and Windows GL//old.reddit.com/user/ahayriSG/comments/16q18h6/highend_dacs_for_crts/ high-end DAC/Digital-D3D drivers are full of hacks, code paths, and buffer schemes that cater to-Analog converters] (Keep in mind that HDMI ones generally [https://youtubenchmarking applications and games.be/WIDeNItt69s?t=1885 pretty bad]). But what about digitalThis is counterproductive when the aim is low-to-analog conversion input lag? See Aperture Grille's latency audio and video about [https://youtusynchronization for emulators.be/puu-iyTsZtg?You don't=840 testing GPU-Passthrough and DAC input delay results]. Also see [https://hardforum.com/threads/24-widescreen-crt-fw900-from-ebay-arrived-comments.952788/page-435#post-1044652495 want all this thread] for more information about high-end DACs.::Use Custom resolution/CRTSwitchRes solutions for displaying it stuff going on a CRT display in the correct resolutionsbackground. You could use built-in Custom resolution/CRTSwitchRes solutions like RetroArch's This can be avoided by using [[httpsWikipedia://docs.libretro.com/guides/crtswitchres/ CRTSwitchResMode_setting|KMS]] or and [[GroovyMAMEWikipedia:Direct_Rendering_Manager|DRM]] using with /[[httpWikipedia://geedorahEGL_(API)|EGL]], specifically on Linux.com/eiusdemmodi/forum/viewtopicBy 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.php?pid=1009#p1009 CRT emudriver] which It is much more practical compared advisable to get the latest driver to using EDID editor tools such improve performance, as [https://wwwnotable graphics chip manufacturers (e.monitortestsg.com/forum/Thread-Custom-Resolution-Utility-CRU Custom Resolution Utility (CRUNvidia)] or using Linux in do not find KMS mode<ref>https://wikia priority.archlinux.org/index.php/kernel_mode_setting</ref><ref>[https://docsdeveloper.libretronvidia.com/guidesblog/kmsunderstanding-and-measuring-modepc-latency/nvidia: Understanding and Measuring PC Latency]</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 emulatorsIntel 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.
----
;Input
'''1.''' Wired controller/input device (just for minimizing possible negative factors, just like using wired connection for router and client device)
----
;System
'''1.''' Use exclusive fullscreen for Windows 8 and onwards if available because with borderless windowed and windowed fullscreen, due to [[Wikipedia:Windows_Display_Driver_Model#WDDM_1.2|WDDM 1.2]] the desktop composition cannot be disabled anymore, so your only hope to avoid the compositing lag penalty is to play in exclusive fullscreen mode.
*Wired controller'''2.''' Turn off digital image processing and [https://youtu.be/NzYvudM9BmI?t=723 frame generation] options from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel] if it cause additional/noticeable input delay, some of the frame generation technologies can noticeably affect input device (just for minimizing possible negative factorsdelay, just like either positively or negatively, depending on the specific technique used[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection]. Also if you're using wired connection for router intensive one turn off post-processing effects from applications/emulators and client device)[https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel].:'''2.1.''' Turn on DLSS/FSR upscaling technologies [https://youtu.be/-ajK3netvv4?t=173 if it increases your framerate which will likely decrease your latency].
*'''3.''' Use exclusive fullscreen for Windows 8 and onwards if available because with borderless windowed and windowed fullscreen, due to [[Wikipediahttps:Windows_Display_Driver_Model#WDDM_1//emulation.gametechwiki.com/index.2php?search=%22%23Enhancements|WDDM Enhancements%22&title=Special%3ASearch&limit=500&profile=default&fulltext=1 input lag-mitigating techniques] if application supports it.:'''3.1.2]''' 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 desktop composition cannot be disabled anymorecontroller and said action being reflected on screen, so your only hope setting Run-Ahead to avoid 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 compositing other lag penalty is to play reduction techniques on a sufficiently powerful system, Run-Ahead in theory can actually result in exclusive fullscreen modeless input lag than even real hardware.:'''3.2.''' Another option for lag-mitigating technique known as Preemptive Frames. See [https://www.youtube.com/watch?v=NDYqRoyOKI4 this video] for information.
*Turn off digital image processing and '''4.''' Always make sure that your [https://youtu.be/7DPqtPFX4xo?t=72 GPU is underutilized] for preventing [https://youtu.be/NzYvudM9BmIK_k1mjDeVEo?t=723 83 render queue bottleneck] which causes considerable amount of input lag. If that is the case use framerate capping such as "in-game frame generationcapping" or equivalent option from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel] options. :'''4.1.''' [https://youtu.be/7DPqtPFX4xo?t=650 NVIDIA Reflex feature] from in-game option will prevent this, but unfortunately not all GPUs and [https://www.nvidia.com/en-gb/geforce/technologies/reflex/supported-products/ games supports this feature].:'''4.2.''' If you're have a VRR capable display another option for you to prevent this is simply using intensive one turn off postboth [[Vsync|V-processing effects SYNC]] and "Low Latency Mode: ULTRA" or "AMD Anti-Lag+" options '''from applications/emulators and [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>**Turn ::'''4.2.1.''' Keep in mind that if you are using [[Vsync|V-SYNC]] on DLSSnon-VRR capable display, it will result "V-SYNC backpressure" which will cause additional input lag [https://youtu.be/FSR upscaling technologies L07t_mY2LEU?t=530 (especially if it includes triple buffering)].::'''4.2.2.''' If you have a VRR capable display and using "AMD Anti-Lag+" and also want to eliminate tearing completely with all of these: [https://youtu.be/-ajK3netvv4K_k1mjDeVEo?t=173 if 727 you need to use framerate limiter again, because it increases your does not keep the framerate which will likely decrease your latencyinside the variable refresh rate range of the display]unlike Nvidia's "Low Latency Mode: ULTRA" solution.
*Use [https://emulation'''5.gametechwiki''' Some graphics drivers enforce excessive frame buffering, which may be eliminated with GPU commands.comRetroArch's [[Vsync#Hard_GPU_Sync|Synchronization Fences/index.php?search=%22%23Enhancements|Enhancements%22&title=Special%3ASearch&limit=500&profile=default&fulltext=1 input lag-mitigating techniquesHard Sync]] if application supports itfor OpenGL does this.**A relatively new lag-mitigating technique known as If you're using Vulkan backend, be sure to set the [https://arm-software.github.com/higan-emuio/emulation-articlesvulkan_best_practice_for_mobile_developers/treesamples/masterperformance/inputswapchain_images/run-ahead Run-Aheadswapchain_images_tutorial.html max swapchain images] has recently been implemented in several emulators and frontends, which leverages spare performance overhead parameter to run one or more instances of the emulator ahead of the regular instance2, 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 CRTthough weaker GPUs (especially Intel iGPUs), 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 framesstruggle with this, 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 if using intensive [[Shader_Presets|shader presets]] 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 increasing [[https://www.youtube.com/watch?v=NDYqRoyOKI4 this videoResolution|internal or rendering resolution]] for information.
*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. To do this 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]. Another option to prevent this is simply using [[Vsync|V-SYNC (from NVCP)]] with Low Latency Mode: ULTRA or Anti-Lag+ 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://youtu.be/K_k1mjDeVEo?t=290 Battle(non)sense: AMD Anti-Lag+ results], [https://forums.blurbusters.com/viewtopic.php?t=8645 BlurBusters thread: Nvidia Reflex and low latency mode]</ref> *Using [[Vsync|V-SYNC]] without "capping framerate limit to below your display's refresh rate" OR without "using Low Latency Mode: ULTRA or Anti-Lag+" will result "V-SYNC backpressure" which will cause additional input lag [https://youtu.be/L07t_mY2LEU?t=530 (especially if it includes triple buffering)]. To prevent this 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]. Another option to prevent this is simply using [[Vsync|V-SYNC (from NVCP)]] with Low Latency Mode: ULTRA or Anti-Lag+ from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel]; this will automatically prevent "V-SYNC backpressure".<ref name=renderqueueandvsyncbackpressure></ref> Keep in mind that if you're using Anti-Lag+ and have a VRR monitor and also want to eliminate tearing completely [https://youtu'6.be/K_k1mjDeVEo?t=727 you need to use framerate limiter unfortunately because it does not keep the framerate inside the variable refresh rate range of the monitor] unlike Nvidia's solutions.**Instead of manually capping framerate or using "Low Latency/Anti-Lag" features from [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel], you could simply use [https://youtu.be/7DPqtPFX4xo?t=650 NVIDIA Reflex feature] from in-game, but unfortunately not all [https://www.nvidia.com/en-gb/geforce/technologies/reflex/supported-products/ games supports this feature].**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 you're using Vulkan backend, 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 intensive [[Shader_Presets|shader presets]] or increasing [[Resolution|internal or rendering resolution]].**Some emulator frontends like [[RetroArch]] or [[GroovyMAME]] have the option named "[https://www.libretro.com/index.php/retroarch-1-9-13-automatic-frame-delay/ Frame Delay]" 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/retroarch-1-9-13-automatic-frame-delay/ Automatic Frame Delay] if you don't want to manually 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-gedosato/ GeDoSaTo].----;Summary It 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 for lag 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-Ahead and Frame Delay, you should almost always choose Run-Ahead. 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<br/>*[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]<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.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</br>*[https://www.youtube.com/@BattleNonSense/videos Battle(non)sense] - YouTube channel dedicated to analysing netcode performance of games and testing input lag, system responsiveness etc.<br/>*[https://www.youtube.com/@FR33THY/videos FR33THY] - YouTube channel dedicated to computer hardware and peripherals for testing input lag and system responsiveness etc.<br/>*[https://github.com/hrydgard/ppsspp/issues/17685 PPSSPP: Input lag too high, ideas for improvement]<br/>*[https://forums.libretro.com/t/an-input-lag-investigation/4407 Brunnis: An input lag investigation]*[https://sites.google.com/view/noodallsinputlagtestingresults/video-interrupt-method-results noodalls Input Lag Testing Results]
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