It's not just that TV, most fixed pixel HDTVs I've ever gamed on have had _noticeable_ lag. And I'm not talking about Vizios; Samsungs, LGs, Sharps, all lagtastic to the point of hilarity. It's the reason I created this thread.
However with say.. 120Hz mode on or any pp, the lag was was definitely there.
In a heavy twitch game it's definitely possible that even a small imperceptible difference could be a deciding factor in play, but for the most part people play online, and the difference in network lag would dwarf any display lag.
Too true. All the more depressing that so many 120 Hz displays are touted as being good for games due to less lag...
I agree. And in many cases the situation hasn't been getting better, but worse (with more sophisticated image scaling/"improvement" techniques). The only hope are dedicated "game" modes.It's not just that TV, most fixed pixel HDTVs I've ever gamed on have had _noticeable_ lag. And I'm not talking about Vizios; Samsungs, LGs, Sharps, all lagtastic to the point of hilarity.
In a heavy twitch game it's definitely possible that even a small imperceptible difference could be a deciding factor in play, but for the most part people play online, and the difference in network lag would dwarf any display lag. If you're into lan play, then I could see it being an issue. For single player, if you can't notice it, then it really is irrelevant.
I agree. And in many cases the situation hasn't been getting better, but worse (with more sophisticated image scaling/"improvement" techniques). The only hope are dedicated "game" modes.
I find it amazing that (well-reviewed!) monitors are being sold with lag approaching 80ms.
From my experience the newer the TV, the worse the lag, but maybe that's starting to change.
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.
That's the opposite of my experience. My parents ~3 year old Panasonic Plasma has ~160 ms input lag (no game mode); my ~2 year old Vizio LCD has ~80 ms lag (also no game mode); my brother's ~1.5 year old Samsung DLP has ~20 ms lag (in game mode); and my brand new Sharp LCD has ~0 ms lag (in game mode).
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.
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.
halo3 has been tested (see gamasutra article)
input lag is 133msec -> 166msec
Network lag affects input lag? I didn't think it worked like that.
Depends on netcode. Some games will not show you firing a gun and the bullet hitting before the server "confirms" the shot.
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).
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.on a CRT but on a flat panel (like in the killzone 2 video test) is 166ms/200ms for Halo3 and others
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.
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?