4 comments

  • hoten an hour ago

    One area of focus missing here is game streaming / remote play (Steam Link, Moonlight, etc. over a local network).

    I've come to accept input lag, but mostly play games where it doesn't matter (simple platformers, turn-based games, etc). I know steam link from my home desktop to my ~5 year smart TV is adding latency to my inputs – though I can't tell if it's from my router, desktop, or TV – but I've come to accept it for the convenience of playing on the couch (usually with someone watching next to me).

    I know some blame is on the TV, as often if I just hard-reset the worst of the lag spikes go away (clearly some background task is hogging CPU). And sometimes the sound system glitches and repeats the same tone until I reset that. Still worth putting up with for the couch.

    • iknowstuff 4 minutes ago

      Build a sffpc, have it by the tv :)

  • wa008 an hour 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

    • tadfisher an 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.