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#26 |
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Regular
Join Date: Jun 2004
Posts: 6,793
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The way network lag affects gameplay changes quite a bit depending on the actual game. For instance, when I play NHL, there is a big delay between an input and when my skater actually moves on the screen. As described above, latency might be hidden very well in an online shooter or other game. Still, input lag is not a big issue on newer tvs. I have a friend with a DLP where the input lag is noticable. I'm just saying that for the most part, network lag will have a far greater impact on play than input lag, which for the most part will not be visible to the user.
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#27 |
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Member
Join Date: Nov 2007
Posts: 938
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Multithreaded game engines also usually have more input to screen lag than single threaded game engines. To get max power out of the current console platforms, multithreading is required.
Usually you are processing game logic and physics on one (or several threads) at the same time as you are rendering (separate render & render setup & culling thread). The rendering must be done using last frame game state, as the current frame game state is not ready yet (physics and game logic threads are processing it on different threads). Single threaded game game loop: 1. Process input 2. Process game logic & physics 3. Render frame Multithreaded game loop: 1. Start rendering graphics by using last frame finished game state in it's own thread(s) 2. Process input 3. Process game logic & physics (usually in multiple threads) (4. Graphics thread is finished around here and updates the visible frame independently on game logic & physics) 5. Synchnonize threads With the multithreaded setup you get slightly longer input lag. The maximum input lag equals the time it takes the graphics chip to render the frame. |
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#28 | |
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Member
Join Date: May 2002
Location: Austria
Posts: 699
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Quote:
I find it amazing that (well-reviewed!) monitors are being sold with lag approaching 80ms. |
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#29 | |
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Senior Member
Join Date: Feb 2002
Posts: 1,865
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Quote:
On the other hand, playing WoW, I could go away and fetch coffee in the middle of a fight without affecting the outcome. Moral: The demands of the game decide how critical lag is for gameplay. Reasonable extention: Games that are designed so as to be more tolerant of lag, also leave less room for skill building based on precise control, which is a critical component of all physical games. Last edited by Entropy; 25-Feb-2009 at 12:57. |
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#30 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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Quote:
From my experience the newer the TV, the worse the lag, but maybe that's starting to change. |
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#31 | |
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Member
Join Date: Feb 2007
Posts: 113
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Quote:
What's frustrating to me is that it's very nearly impossible to find out what a display's input lag is, unless you buy it and test it yourself. I got unlucky on the Vizio (but that was never my primary gaming TV, while I still had my Sony XBR CRT), and I looked forever until I found the 52" Aquos that had the least lag. |
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#32 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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Quote:
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#33 | ||
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Member
Join Date: Oct 2007
Posts: 100
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Quote:
On HDMI with the Vyper engine, the D64U get 15ms of lag in 1080P via HDMI. Quote:
Also in big a GPU with weak fillrate can add extra lag if the resolution & polygons are too high? So the more it is multithreaded, the weaker the GPU, the more chance you will see lag. |
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#34 | |
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Member
Join Date: May 2002
Location: France
Posts: 914
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Quote:
http://www.gamasutra.com/view/featur...eo_.php?page=3 Last edited by Quaz51; 03-Mar-2009 at 15:30. |
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#35 | |
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+ 1
Join Date: May 2006
Posts: 3,923
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Quote:
Others (most online fps games) will show your gun firing, but bullets hitting once server has confirmed the shots. KZ2 will show your gun firing and bullets hitting instantly, regardless of your lag to other players\servers (i say players\servers because my experience suggest that KZ2 is actually pure P2P netcode - which means that you have different lag to every player).
__________________
"I'm going to get rich when i figure out how to stab people over the internet" |
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#36 | ||
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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Quote:
Quote:
But as far as input lag when you're looking and walking around and such, network lag should not impact that at all in any FPS games, correct? |
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#37 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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200 ms is crazy lag! Like playing through treacle. And I'm shocked that 50 ms is considered good for a music game. Actually recording music on computer, 10 ms is bad! 50 ms lag between playing a note and hearing the result is unplayable, yet that's the standard of music games?! Having said that, I've played a taster of GH and it felt pretty good. But then I also remember feeling the timing was out.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#38 | |
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Senior Member
Join Date: Feb 2002
Posts: 1,865
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Quote:
See, you do appreciate precision control! I'll reinforce your message though, anyone who has been involved in "live" music would. |
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#39 |
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+ 1
Join Date: May 2006
Posts: 3,923
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correct (but what you see- as in where other players are and the action thats happening will ofcourse be affected by network lag)
__________________
"I'm going to get rich when i figure out how to stab people over the internet" |
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#40 |
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Member
Join Date: Dec 2006
Posts: 330
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Input lag is one of my biggest HDTV pet peeves, something that is only exacerbated by my OCPD. Thankfully my Sony Bravia has a negligible amount of lag, and that slight amount of lag is gone once Game Mode is turned on. Despite this, Killzone 2 still has really bad aiming.
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#41 |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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I still use a CRT for my Xbox gaming, but it's my roommate's. Since no one seems to be able to recommend a lagless TV that isn't Bravia expensive I'll probably get a PC monitor for it when I move.
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#42 |
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Member
Join Date: Oct 2007
Posts: 100
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I made a video of both wireless controllers showing a difference of one frame of delay. It could be the game too...
Soul Calibur IV 720P Component Same setting on HDTV(all post processing off) I made sure that both system ran in the same resolution, display & setting. |
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#43 |
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Senior Member
Join Date: Feb 2007
Posts: 1,159
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Yes, you'd need to run several tests over different games. What camera did you use? Do you have any way of ascertaining the lag in your display?
While we're at it, can any one recommend a cheapo 720p60 camera? I'm thinking of something in the price range of the Kodak Intro Zi6 (around £100). I'd very much like to add response measurement to the tests we do at Digital Foundry. Last edited by grandmaster; 19-May-2009 at 15:25. |
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#44 | |
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Member
Join Date: Jun 2008
Posts: 534
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Quote:
Surprising nonetheless. |
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#45 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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Quote:
Of course sections where there is direct feedback (i.e. drum solos) from what you're playing are unplayable, but for that reason they rarely affect gameplay. Note that in most games though, the concept of "calibration" is not an option as the feedback loop is bidirectional. The reason it works in music games is because it's effectively a unidirectional feedback loop, and if your UI is lagged a bit (with respect to whether you "got it right"), it's not a huge deal. It would be a huge deal in an FPS or similar though.
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The content of this message is my personal opinion only. |
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#46 |
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Member
Join Date: Feb 2007
Posts: 113
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If these measurements are valid, and we assume that the PS3 is justly preferred with sticks for tournament play, then we can probably conclude that the extra frame of lag in the PS3 version is due to the PS3 wireless controller using Bluetooth, while MS uses a proprietary wireless communications device. The PS3 sticks wouldn't be affected if they're connected via USB (like my VSHG). I recall that MS claimed that one reason that they went with their own wireless technology instead of Bluetooth was because Bluetooth had unacceptable lag for a gaming controller. Sony retaliated by saying that they had developed a low-latency Bluetooth implementation for the PS3 and its controllers. I was always curious to see if there was any practical difference between the two systems' wireless controller technologies. This is the first such test I've seen. Keep up the good work!
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#47 |
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Member
Join Date: Jun 2008
Posts: 534
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You could be right. Come to think of it, even pad players have the controller connected to the system via USB, so there wouldn't be a detectable difference. The controllers do sync A LOT faster when connected to the system.
Fighters and music games are about the only two genres that get affected with this. There is also the HDMI induced lag with PS/PS2 games on the PS3 that's noticeable again for fighters and music games, but that's another matter. Last edited by SG79; 20-May-2009 at 01:00. |
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#48 | |
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Member
Join Date: Oct 2007
Posts: 100
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Quote:
Also HDTV panel deliver lag too which isn't helpful either shown in the thread. The lowest you can get on the market is 16ms of lag via HDMI & popular model such as the Sony & Samsung lag of 33ms via HDMI in native resolution & game mode. 33ms indeed is hardly detectable, but most people actually experience 66ms of lag if they play on game mode which not everyone use. If anyone up to the live experience at home & try an OLD CRT SDTV with the controller plug on the USB, expect quite some tight control. |
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#49 |
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Member
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I think ever since I conditioned myself against it in the Xbox version of Burnout, I haven't been able to notice input lag unless it's been extreme. The Killzone demo was one of those extreme instances, and last weekend I played the demo of that new pinball game on PSN, and also felt it to be laggy. I play on a Samsung LN46A650, and generally prefer to play with prettier IQ than in the "lag-free" Game mode, but in those rare instances, I have little choice but to give up the pretty.
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Submit to Donimation, Global Donimation. |
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#50 | |
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Member
Join Date: Jun 2008
Posts: 534
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Quote:
Surely you meant 66ms if game mode isn't use, right? I use that mode and turn off any other post processing on my nearly 2 year old XBR4. Even TV or movie sources. But you brought up an interesting point, because I was shocked to learn that there are so many people out there who actually use the 120Hz mode and don't even detect the lag. Not only was the lag awful when I tried it on my set, the motion artifacts were unacceptable. I guess this will be a thing of the past one day. |
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