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Discussion (1 Comments)

wa008about 2 hours ago
Input lag is one of those things you feel before you can explain it. Good to finally have a resource that breaks down the full chain — controller, engine, display — instead of just blaming the monitor like everyone does

The engine section is the part most developers seem to ignore. A locked 60fps doesn't mean 16ms latency, and that gap make me surprise

tadfisherabout 1 hour ago
I used to get into arguments all the time about how triple-buffering reduces latency, and I think it's because we lacked resources like this; people assume it adds the additional back buffer to a queue, when the traditional implementation "renders ahead" and swaps the most recently-completed back buffer. It's a subtle difference but significantly reduces the worst-case latency vs. a simple queue.

I think most people get their information from help blurbs in settings menus for PC games, which are often hilariously vague or incorrect.