i've been using my iPhone's slow mo video capture to measure input lag. 60hz usually, trying to figure out how to record at 120 or 240hz. is that an OK method? anything i'm missing?
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specifically, i make sure i have my keyboard and the player character in view. then i hit the key as sharply as possible, and count the frames between my finger hitting the key and the character moving.
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Replying to @steverockan
Sounds approx like what
@danluu describes in https://danluu.com/keyboard-latency/ … but at 240fps1 reply 0 retweets 0 likes -
Replying to @ballingt @steverockan
If you have a really low-latency setup (fast display, OS settings tuned nicely, quick keyboard, etc.) and the game isn't buffering much, you may want a 1000fps camera for this since you should be able to get into the 30ms range (see http://danluu.com/input-lag/ for some examples).
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If you want to get the latency distribution, doing it by hand is annoying and you may want to factor out keyboard latency (which should have a relatively easy to determine distribution) and then automate the input process. http://danluu.com/term-latency/ did this in software, but...
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... I think the right thing to do is probably do it with external hardware (you could do this with a camera plus a fake keyboard that triggers an LED that signals when the simulated keypress is firing); should be easy to figure out the latency for each press with a little script.
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