4 ms·
IIRC Overwatch has a setting that attempts to delay work on a frame until the last possible moment to reduce latency. Edit: I noticed that the thread about the
by def_true_false 5y ago
IIRC Overwatch has a setting that attempts to delay work on a frame until the last possible moment to reduce latency.
Edit: I noticed that the thread about the previous article also mentions Overwatch, although only its audio. Curiously, it doesn't mention the huge audio latency (around 150ms) Overwatch has. It even got some comments from top Quake (I think) players at the time. They might have fixed it since then, I haven't played much in the last few years.
Somewhat related, but more to do with motion blur:
If one has more control over the hardware, it might be interesting to take a look at emulating arcade style beam racing. Blurbusters has some articles and threads about this. ZisWorks used to sell a prototype display that had a strobing backlight with progressive refresh -- the display would refresh with the backlight off, then, once a quarter of the frame was displayed, the backlight in that quarter of the display would turn on briefly.
Black frame insertion is another interesting technique, used with console emulators and high refresh rate displays. This is also used in Sharp's flagship phones -- the ones that supposedly have 240Hz refresh rates, it's actually just 120Hz with black frame insertion.
- raphlinus 5y agoI talked about beam racing a bit in the "compositor is evil" post, but this time around wanted to focus on techniques that are practical to ship and can work reliably rather than depending on fickle hardware dependencies. I do think VR is going to motivate more work in this direction though.