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LatencyFleX: A new approach to game latency reduction

ishitatsuyuki.github.io

1–10 of 69 posts

Re: LatencyFleX: A new approach to game latency reduction

#4
post #3

I usually get 10ms ping on CSGO.... they must have something better? (I have 5ms right now with a Comcast cable link)... as much as I hate having to call Comcast for any issues, when it works, it is pretty good.)

Input lag has nothing to do with network ping.

Input lag is the time between you perform the action and the computer shows that on screen. It depends on your frame rate, refresh rate, and peripheral polling rate, as well as how good the game schedules things (which is what LatencyFleX tries to optimize).

Network ping on the other hand is often hidden away. Whether you are on 2ms ping or 100ms ping, the bullet always goes where you aim at: this is done through rollback netcode [1], which rewinds the server state to the time the action has been performed. I'm not saying that having low ping is pointless, it has an effect on things like peeker's advantage, but the effect of network ping is drastically different from the effect of input lag.

[1]: https://ki.infil.net/w02-netcode.html

Re: LatencyFleX: A new approach to game latency reduction

#5
post #3

I usually get 10ms ping on CSGO.... they must have something better? (I have 5ms right now with a Comcast cable link)... as much as I hate having to call Comcast for any issues, when it works, it is pretty good.)

Input lag has nothing to do with network ping. Input lag is the time between you perform the action and the computer shows that on screen. It depends on your frame rate, refresh rate, and peripheral polling rate, as well as how good the game schedules things (which is what LatencyFleX tries to optimize). Network ping on the other hand is often hidden away. Whether you are on 2ms ping or 100ms ping, the bullet always…

How can you get input lag of 20ms? do you have to slow down your code? I only implied it was network lag because it was so high.

Re: LatencyFleX: A new approach to game latency reduction

#6
The elephant in the room here is that you can pay to win in any game by buying a monitor with higher reftesh rate and use a larger GPU that uses more electricity to have 2x more time to react.

Fortunately for us humans that seems to stop at 120Hz because most games can't even hold that at a steady rate with a 3090.

Now whether a 300+W gaming device is interesting in the long run will be answered this year by your electricity bill!

Re: LatencyFleX: A new approach to game latency reduction

#7
post #5

Earlier quoted context omitted.

Input lag has nothing to do with network ping. Input lag is the time between you perform the action and the computer shows that on screen. It depends on your frame rate, refresh rate, and peripheral polling rate, as well as how good the game schedules things (which is what LatencyFleX tries to optimize). Network ping on the other hand is often hidden away. Whether you are on 2ms ping or 100ms ping, the bullet always…

How can you get input lag of 20ms? do you have to slow down your code? I only implied it was network lag because it was so high.

Every subsystem goes "ah buffering for a few ms or a frame doesn't hurt anybody" and in the end you have click-to-photon latencies of 150+ ms.

This starts with incorrect debouncing in input devices (which can cause 10+ ms delay on its own even in dedicated "gaming" hardware!), slow/inefficent poll rates, wrong input handling in games (many still seem to receive input on the "main" thread ticking along at the frame rate, which causes huge amounts of input lag at lower framerates and also clamps inputs to frametimes, which causes significant position errors), incorrect V-Sync implementation (like the broken "triple buffering" in D3D9-11 games, this should be a thing of the past nowadays), graphics drivers favoring throughput over latency as they are almost exclusively benchmarked on average fps (used to be that they could buffer up to 9 frames, or ~150 ms) etc.

Re: LatencyFleX: A new approach to game latency reduction

#8
post #5

Earlier quoted context omitted.

Input lag has nothing to do with network ping. Input lag is the time between you perform the action and the computer shows that on screen. It depends on your frame rate, refresh rate, and peripheral polling rate, as well as how good the game schedules things (which is what LatencyFleX tries to optimize). Network ping on the other hand is often hidden away. Whether you are on 2ms ping or 100ms ping, the bullet always…

How can you get input lag of 20ms? do you have to slow down your code? I only implied it was network lag because it was so high.

There are a variety of factors that add up to many ms of lag. USB and HDMI are a few that come to mind. USB is incredibly complex when compared to e.g. ps/2. If you are building an embedded board like rasberry pi and you want to add ps/2, you just add a couple pins. If you want to add usb, you buy an extra chip.

Re: LatencyFleX: A new approach to game latency reduction

#9
post #8
post #5

Earlier quoted context omitted.

How can you get input lag of 20ms? do you have to slow down your code? I only implied it was network lag because it was so high.

There are a variety of factors that add up to many ms of lag. USB and HDMI are a few that come to mind. USB is incredibly complex when compared to e.g. ps/2. If you are building an embedded board like rasberry pi and you want to add ps/2, you just add a couple pins. If you want to add usb, you buy an extra chip.

> If you want to add usb, you buy an extra chip.

Do you know how many chips are in a cable modem/router combo?

Re: LatencyFleX: A new approach to game latency reduction

#10
post #9
post #8

Earlier quoted context omitted.

There are a variety of factors that add up to many ms of lag. USB and HDMI are a few that come to mind. USB is incredibly complex when compared to e.g. ps/2. If you are building an embedded board like rasberry pi and you want to add ps/2, you just add a couple pins. If you want to add usb, you buy an extra chip.

> If you want to add usb, you buy an extra chip. Do you know how many chips are in a cable modem/router combo?

1 or 2, depends on the kind of modem. VDSL2+ modems might have three, though one of those is the line driver which is zero-delay for the purposes of a computer.
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