2 ms·
Compared to what Paper, dude(tte)! The analogue, lowercase-letter kind. :) Paper and Procreate are excellent apps, but the input lag is very noticeable on my
by kmfrk 13y ago
Compared to what
Paper, dude(tte)! The analogue, lowercase-letter kind. :)
Paper and Procreate are excellent apps, but the input lag is very noticeable on my iPad 3; if you move your finger really fast and stop, you can see that it takes a short amount of time, before the drawn line catches your finger.
It wasn't long ago that dead-tree books were preferable to tablets, before Retina was a thing. And you could still argue print books are preferable.
Sometimes, the best Technology can achieve is the bar set by the non-digital world, and until then, it's going to feel grating to pedantic curmudgeons like yours truly. :)
+++
EDIT: A closing thought. The highest bar is always human perception:
(1) The optimal FPS for a videogame is, to my knowledge, 60.
(2) The optimal display resolution for a reading device is, TMK, ~326 PPI (Retina).
That is the goal. Anything lower than that will stick out and annoy people like me. Anything higher is not for the engineers, but the marketing department.
- lukeschlather 13y agohave you tried the microsoft surface pro?
- kmfrk 13y agoNope - I haven't even seen one!
- plorkyeran 13y ago60 fps isn't optimal - 120hz displays have a small but noticeable benefit when the rest of the hardware is good enough to lock in 120 fps.
- vidarh 13y agoThe "catches your finger" thing may be input lag, but it much more often is amateur level coding, it seems to me. One of the first things you learn if you try to do a simple drawing app on a slow machine (think Commodore 64 or similar early 80's 1-2MHz computer), is that if you try to process every position change, you will lag badly. First rule of doing a decent paint app, is to decide how large deltas you can accept between each position where you actually draw, and drop events accordingly. Small delta, and you will lag; high deltas and you either need to draw lines or will get "dots" instead of a continuous line, but your lag will be limited to that of the input device. Even an early 80's home computer can give you "lag free" painting this way, at the expense of precision if you do large, very fast movements over the screen. This is "paint app writing 101". Yet a lesson that seems to have been lost on most people writing paint apps these days, possibly because they've become accustomed to computers fast enough that they're no longer constrained by it. I don't know about iOS, but I do know from observation that out of 30+ draw/paint apps I've tried on Android while trying to find one I'd actually be happy to use (I did not find any; I'm picky), it is obvious that this is the problem for the vast majority of them for the simple reason that there's a huge spread in observable lag for them, and so even if we assume the fastest of them are limited by input lag, the extent of the lag on the majority of them will then still be down to crappy coding. (the quality of paint apps for Android is just beyond awful in general; don't know about iOS)