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Are you kidding me? Input lag affects EVERY SINGLE INPUT DATA BIT that goes from Mouse/Keyboard/Gamepad to PC!!! Every key press, mouse click, button press, EVERY bit of information is affected by input lag. There is no such thing as input lag affecting one game and not another. It is NOT game-dependent.
The degree of ignorance is MIND-boggling...
It truly is not. 10 one thousandths of a second, or even 1 one hundredth of a second is far faster than any human can react or even adjust to.
The biggest source of input lag is the time it takes your brain to process what you're seeing and then to send an impulse through your nervous system to react to what you're seeing. That's about 200ms, this is for young adults at peak physical condition and typically gets worse as you get older.
A typical 60Hz gaming monitor adds another 16.7ms just in the refresh rate, usually another 5-15ms in response time. Knock it down to about 7ms refresh rate on a 144Hz monitor.
So at the very best case scenario you're looking at:
200 + 7 + 5 = 212ms
While I'm not saying a higher polling rate isn't better, adding 1 to 10 additional ms when your best case scenario for reaction time is over 200ms is not enough to significantly alter your performance.
We don't know what the polling rate for the Steam Controller is, but I can say from using the prototype that it doesn't "feel" any different than my mouse, which is 500Mhz. I don't have high speed cameras to effectively measure it, but whether it's better or worse I can't tell the difference in actual usage.
I repeat - input lag from input device to PC affects every single time you use that input device. It does not matter what game. It happens even on desktop with input device (be it mouse or keyboard or gamepad), on any PC, and on display device (be it monitoring or TV or whatever)! Input lag is the time that elapses from the moment you press a mouse/gamepad/keyboard button to the moment desired action takes place on the screen. There is input lag between input device and PC and then between PC and display device. Input lag = lag from input!
Example for the severely stupid - let's say that pressing ENTER button on keyboard results in opening some window on display. If you have a 50 second input lag, then 50 seconds would pass between you pressing ENTER on keyboard and that window opening up. That would be a severly high input lag. Normally monitors have input lag of anywhere between 1ms and 35ms and that input lag is between PC and display, but there is also input lag between mouse/keyboard/gamepad. @ 125Hz, that mouse/keyboard/gamepad input lag is 10ms, but it can be decreased to 1ms if polling rate is raised to 1000Hz. Total input lag is lag from mouse/keyboard/gamepad to display. I mean this is like talking to a complete and utter PC gamer newbie...
I will not respond to you any more because you oviously have no idea what you are taling about. I provided 2 links with very definitive information and I bet my life on the fact that you have no idea what those 2 linked pages are talking about.
10ms is plenty. Average gamer can tell a difference between 10ms input lag and 20ms input lag. A competetive gamer can tell even more.
Besides, why add another 10ms for no reason? Maybe add another 50ms?
Even TFT Central has rated input lag for monitors:
Class 1) Less than 16ms / 1 frame lag - should be fine for gamers, even at high levels
Class 2) A lag of 16 - 32ms / One to two frames - moderate lag but should be fine for many gamers. Caution advised for serious gaming and FPS
Class 3) A lag of more than 32ms / more than 2 frames - Some noticeable lag in daily usage, not suitable for high end gaming
Alright, ill be the kind one then. This thread devolved, but mostly because you are asking a very specific and technical question we have no clue about yet.
Even if i wanted to help you, we just cant because the information isint out there due to how specific it is.
The only information we have so far are from various videos and reviews and judging from them, the steam controller has no (noticeable) input lag at all. Thats about as close as an answer i can give.
And please, dont make generalization please, me, cerberus and MrSmith are among the most active and knowledgeable (about the steampad) forum-goers youll find here.
But since there was no answer to be given and you were somewhat very intent on arguing (and even if that was not your goal, sorry but thats still how it looked to us), the tone of the discussion obviously ran sour.
For now, youll have to either be satisfied with apparent conclusion driven from the various testers on youtube so far or wait for someone to do specialized test.
Sorry but your answer is in another castle :/
Yeah indeed most people here ask rather stupid questions and when actually given competent response usually tend to not accept anything else than their own opinion and continue to ramble on about the same stuff without actually bringing up a reasonable argument.
It has become quite a problem recently.
Padawan Smith, i fear that the recent crisis has taken a toll on your soul and that anger is swelling within you. Do not let it control you, anger leads to hate, hate leads to sub-par unhelpful forum posts.
The steampad council has held back the forces of Darth Ignoramus at bay for months now, do NOT let yourself go and turn to the dark side !
........
*dying of laugher behind his keyboard*
10ms is not even 1 frame of lag, a number you have quoted TFT Central as saying is acceptable even for gaming at high levels. The average person doesn't start noticing anything is amiss until there are 3-4 frames of delay.
So I'll say it again, the difference between 1ms and 10ms is not enough for a human being to notice, nor significantly alter their performance.
10ms to 20ms is a whole different scenario, one approaching 2 frames of lag, and while the average person may not notice it, a high end competitor certainly might.
I'm flattered that you are worried about me but i'm rather sure i was kind of a cynical ♥♥♥♥ from the start here so i'm totally hanging around the grey jedi area of dudes who don't actually fight for anything but sometimes get randomly pissed at stuff.
Thumbs up for the well done reference though.
Not to mention the fact that games rarely require extreme precision to play. Developers are aware of things like input lag, monitor response time, and just the general inaccuracy of input devices and design their games accordingly.
"Reduce Latency #3: get good keyboards/gamepads and enable 1000Hz USB polling
Look for premium keyboards with features like N-key rollover (not latency related, but really nice to have for emulation and a general sign of quality) and mice/gamepads that are known for having high polling rates.
And use a search engine and follow tutorials for your OS to adjust your USB polling rate to 1000Hz. higan can't do this step for you, I'm afraid. Again, you'll pay a tiny amount in terms of system performance, but again, that's the cost you pay for lower latency.
----------------------------------------
Realizing Our Own Limitations
This is going to be a bit controversial, but ... try an experiment: try and count upwards from one as fast as you can. See how fast you can count in one second of time. I can make it twelve if I blur each number to one syllable, how about you? At twelve, that's about 83.3ms per number.
Now try hitting and releasing a keyboard key as fast as you can in one second. I can manage about eight keypresses. Let's double that for the acknowledgement of releases. So I have managed a key state transition of about 62.5ms.
I'm sure you can probably do better, and internet brownie points to you for that! But you probably aren't going to count to a thousand, or manage five hundred keypresses, in one second. And if you are, then you're not a human, so please don't enslave our species now that you've gained sentience.
So when someone is taking about eliminating a frame of input latency, realize that they are talking about a mere 16.6ms (assuming a 60Hz refresh rate.)
Yes, it's true, every last bit of latency accumulates. It can easily add up to 100ms or more, which is very perceptible. But the point is ... realize that it's probably not going to make much of a difference to knock out a tiny portion of latency through code changes to higan, even if were reasonably possible. And again, the point of this article is to say that it's not. I'm just saying that it being sold as something revolutionary is overselling the limits of the human body.
Yes, we all want to think of ourselves as ultimate gamers that can totally play games like platformers and shmups so much better with that 16ms latency boost, but ... try and be honest with our own physical limitations too, okay?"
Source: https://byuu.org/articles/latency/