3 ms·
Now you need to upgrade your eyes to notice it. Same thing with ridiculous ppi.
by simplexion 13y ago
Now you need to upgrade your eyes to notice it. Same thing with ridiculous ppi.
- coldtea 13y agoNo, you don't. 114ms is quite perciptible latency -- it even breaks the persistence of vision barrier: "The human eye and its brain interface, the human visual system, can process 10 to 12 separate images per second, perceiving them individually." (Wikipedia) For reference, the average game updates the screen every 16ms (60fps) to feel smooth. Given those specs, responce latency of that level can be quite noticable. Here's a domain which it totally wrecks for Android: music apps (synths, etc). In audio, a delay of 114ms makes an electronic instrument annoying to play live. Musicians strive to get their audio latency around or below 32ms. If you have 114ms touch registration latency (from the moment you press something on the screen) and then add the audio processing latency, then it gets very ugly. That means that, however advanced your CPU and however small your audio buffer, you'll always have 114ms of latency minimum. To put it in perspective, it means you'll be one 1/16th note behind the beat on a 120bpm track. Latency is the basic reason audio developers avoid Android, and 90% of the cool stuff is for iOS (Moog, Waldorf, Korg, Cubase, etc).
- simplexion 13y agoIs that the human eye with good vision? Does this include people with poor vision? I don't understand the link between vision and audio. Can you explain what you mean?
- smilekzs 13y agoparent made 2 points on the 100ms latency: 1. in visual terms, it's not negligible even for average human eye (and normally speaking "bad vision" has something to do with focus, not FPS) 2. and it's devestating for input that triggers audio
- PeterisP 13y ago100 ms is a huge latency. A few usecases: 1) if you want UI visual response to be perceived as instant, you'd like to aim at 100ms or below - and you can't draw a response that fast if your code only gets the input signal 101ms after the actual physical touch. 2) if you want audio cues (say, a click sound when clicking a button; or app that plays drums/piano/whatever), then the noticeable latency is even lower; if you have to approach 100 ms then it will sound disconnected from the actual touch. 3) A common platformer or fighting game running at 60fps has 16ms per frame. If there's a 100ms input latency, then the action (say, jump or block) happens on a game world 6 frames off from what the player saw when doing that action; which tends to be too late. Only pro-players worry about single frames; but any average player is affected by 6 frame difference. For input devices - keyboards, mice, gamepads, whatever - the acceptable latencies (not good or great, but barely acceptable) are measured at tens of ms, tops. A 50 ms difference is not tiny, it's huge.
- mdwrigh2 13y agoHuman perception can notice anything above about 15ms of latency. If you want to easily see the touch latency on your phone and have an Android phone, go into developer options and turn on Show Touches. It's pretty readily apparent once you see that.