3 ms·
That's true, but my main point was you don't really have time to react to something being 'out of sync'. It might feel a little sluggish, but only just. (I susp
by DaniFong 18y ago
That's true, but my main point was you don't really have time to react to something being 'out of sync'. It might feel a little sluggish, but only just. (I suspect)
- reitzensteinm 18y agoHmm, I think you're probably underestimating the impact. I've made a little test program that you can play with yourself - if you've got a Windows machine around at all: http://www.rocksolidgames.com/latencytest.exe http://www.rocksolidgames.com/latencytest.exe Source is at: http://www.rocksolidgames.com/latencytest.bmx http://www.rocksolidgames.com/latencytest.bmx (written in BlitzMax) I can't notice 1 frame of latency (16ms per frame), but 2 doesn't feel quite right, and by 4 frames (~64ms), the controls clearly feel lagged to me. Of course, considering my day job I play a lot of games and troubleshoot problems like this, so I'm probably more sensitive than average to something like this. My gut feeling is that anything over 40-50ms is unacceptable. So you could have a render pipeline three stages deep at 60fps, but there's no way I'd go deeper than that. Also, if you've got any external latency in a game (i.e. multiplayer net play), the budget is already blown and any kind of latency at all is unacceptable.
- DaniFong 18y agoWow, thanks for this demonstration. There are still a lot of surprises in sensation, it seems.
- reitzensteinm 18y agoYou're welcome! It was educational for me too, I had never tested render latency in isolation.