4 ms·
Constant update rate is a must, and can even be tweaked to minimize input latency if you are using a custom engine. Using two frames to interpolate at render t
by stephc_int13 2y ago
Constant update rate is a must, and can even be tweaked to minimize input latency if you are using a custom engine.
Using two frames to interpolate at render time is adding one frame of latency.
It is possible to do it on a single frame, extrapolating instead of interpolating, but you have to use a simple but uncommon trick to make it robust.
The latency gain is not a full frame but some sizeable fraction of a frame, I think it is worth it for some games.
- bschwindHN 2y agoWhat is the simple but uncommon trick?
- bavell 2y agoSome sort of Kalman-esque algo? https://en.wikipedia.org/wiki/Kalman_filter https://en.wikipedia.org/wiki/Kalman_filter
- nightowl_games 2y ago> I think it is worth it for some games. What types of games are you thinking? Extrapolation isnt worth the chance of misprediction if it's a player movement based game. The 'input latency' introduced by interpolating between frames is far different than typical 'input latency'. It's less than a single frame, and the game still renders movement at the same frame, just less movement. Most 'input latency' tests only test for _any_ movement, so those kinds of tests would detect 0 difference between 'interpolation', 'extrapolation' and 'render the exact game state'. I'm a fast paced gamer, and I make fast paced games, I've never once 'felt' the input latency from interpolating the players position between simulation frames.