3 ms·
Hmm, 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 aroun
by reitzensteinm 18y ago
Hmm, 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.