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
tadfisher•about 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.
Discussion (1 Comments)
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
I think most people get their information from help blurbs in settings menus for PC games, which are often hilariously vague or incorrect.