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Input Lag Test
On a another thread the argument of input lag was brought up and while that discussion got kind of heated, I decided to run some tests myself just to satisfy my own curiosity.
There are a ton of other variables that I probably didn't consider and as always your mileage may vary depending on your hardware and software configurations.

My spec are:
-AMD Ryzen 5 5600G with Radeon Graphics
-NVIDIA GeForce RTX 3060 12gb
-16gb of ram
-I'm also using a ASUS VG248QE at 1920 x 1080 at 144hz


Nvidia Control panel settings:
-Power Management mode: Prefer Max Performance
-Threaded optimization: off (having it on seemed to be the main cause of most reported input lag)
-Vertical sync: off
-Ingame Graphic settings set to preset Nightmare

-everything was recorded using obs with a input capture plugin and playing back the recording frame by frame
-I used this calculator to convert frames to ms depending on frame rate:
https://calculator.academy/frames-to-ms-calculator/

When recording at 144 fps with the ingame fps uncapped at an average of 175fps with an average frametime of 5.6 ms:
From mouseclick to the fire animation was 4 frames or 22.85 ms.
From the wasd key to movement was 4 frames or 22.85 ms

When recording at 144 fps with the ingame fps capped at 144 with an average frametime of
6.93 ms:
From mouseclick to the fire animation was 4 frames or 27.7 ms.
From the wasd key to movement was 4 frames or 27.7 ms

When recording at 60fps with the ingame capped at 60 with an average frametime of
17.45 ms:
From mouseclick to the fire animation was 3 frames or 50 ms
From the wasd key to movement was 4 frames or 66.6(lol) ms


From my personal conclusion, any input lag that was there seems to fall well below human perception and reaction speed or at least was imperceptible to me.
I don't know if any objective conclusion could be drawn from this but it was mostly just an interesting experiment I wanted to try and share with you all.


Peace.
Last edited by LearnedAndVile; Jan 4, 2024 @ 8:00pm
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Showing 1-7 of 7 comments
Grampire Jan 4, 2024 @ 8:24pm 
Cool information - as you alluded to I think that this can vary depending on a person's setup/peripherals. But, the real question that was raised - how does this compare to Doom 2016's input lag?

Per a physics forum I found[www.physicsforums.com], the smallest increment of time a human can perceive is estimated to be about 13ms. I'm not a physics geek, and this discussion gets into neuroscience of which I'm completely uninformed, so I wouldn't take this source as gospel. But, if true, it is technically possible for some users to detect input lag at the level you listed, though in the first category it would be very difficult (only a 9 ms difference above that floor, which seems very fast.)

To put that in context, 60 frames per second takes 16 ms per frame (1000/60). At 144 frames you would get 6.944 ms per frame.

This is an interesting conversation for me, because I enjoy playing fighting games, and input lag can have a very high impact on your execution.
Last edited by Grampire; Jan 4, 2024 @ 8:25pm
LearnedAndVile Jan 4, 2024 @ 9:02pm 
It's also interesting to note that the more acclimated one becomes to higher framerates the more they seem to perceive the "lag" of the lower ones eg going from 144 fps back to 60 fps.
Jordan_Peterson Jan 4, 2024 @ 11:22pm 
At first I was thinking, are you the input lag youtube channel creator Battle(non)sense but then I checked and he has not even a video about any Doom afaik.
Still can recommend his channel regarding really professional input lag tests and explanations:
https://www.youtube.com/@BattleNonSense/featured
Joker Jan 5, 2024 @ 1:21pm 
so Melody is technically right? but as Grampire mentioned in her thread, the delay is impercitiple anyway. these input delays should be as well. especially if you, OP, dont feel a thing. so it doesnt really matter. or does it? i suppose if we see any research on D2016's input lag, it better be 0. or not higher than the tester's monitor's own response time at least. funny how it took some 2 years for constructive threads to re-appear

funny how Melody likened this question to simply asking if the sky is blue, yet here is actual tangible evidence that can be used to make a point. not very tech savvy of her, despite claiming to be it
Grampire Jan 5, 2024 @ 1:39pm 
Originally posted by Joker:
so Melody is technically right? but as Grampire mentioned in her thread, the delay is impercitiple anyway. these input delays should be as well. especially if you, OP, dont feel a thing. so it doesnt really matter. or does it? i suppose if we see any research on D2016's input lag, it better be 0. or not higher than the tester's monitor's own response time at least. funny how it took some 2 years for constructive threads to re-appear

funny how Melody likened this question to simply asking if the sky is blue, yet here is actual tangible evidence that can be used to make a point. not very tech savvy of her, despite claiming to be it

The second you plug a computer with inputs into a TV/Monitor you get some input lag no matter what. What LearnedAndVile found seems like a relatively normal- if not lower than average - amount.

Maybe 2016's engine handled input more efficiently, maybe it's something to do with the engine. I have no idea, but a claim was made and I just want something to back it up. And it looks like OP has discovered a way to do that.

But no, the remark "the grass is green, just fire up your game" is cop-out ♥♥♥♥♥♥♥♥ and translates to "I don't actually know but rest assured I'm smarter/better than you so just accept it." Not how this works.

They might actually be right, but they haven't proven it and I'm not about to take anyone's word simply because they say I should.
Joker Jan 5, 2024 @ 1:48pm 
Originally posted by Grampire:
Originally posted by Joker:
so Melody is technically right? but as Grampire mentioned in her thread, the delay is impercitiple anyway. these input delays should be as well. especially if you, OP, dont feel a thing. so it doesnt really matter. or does it? i suppose if we see any research on D2016's input lag, it better be 0. or not higher than the tester's monitor's own response time at least. funny how it took some 2 years for constructive threads to re-appear

funny how Melody likened this question to simply asking if the sky is blue, yet here is actual tangible evidence that can be used to make a point. not very tech savvy of her, despite claiming to be it

The second you plug a computer with inputs into a TV/Monitor you get some input lag no matter what. What LearnedAndVile found seems like a relatively normal- if not lower than average - amount.

Maybe 2016's engine handled input more efficiently, maybe it's something to do with the engine. I have no idea, but a claim was made and I just want something to back it up. And it looks like OP has discovered a way to do that.

But no, the remark "the grass is green, just fire up your game" is cop-out ♥♥♥♥♥♥♥♥ and translates to "I don't actually know but rest assured I'm smarter/better than you so just accept it." Not how this works.

They might actually be right, but they haven't proven it and I'm not about to take anyone's word simply because they say I should.
hopefully she sees this thread. and hopefully she doesnt try to taunt us. but thats not to mention that she didnt elaborate on this "slight input delay", whatever that might actually mean. it'd be funny the delay inputs for D2016 are higher than the numbers here

but alas we dont know much, she didnt want to explain. but its very nice to see someone actually testing these things
LearnedAndVile Jan 5, 2024 @ 4:14pm 
I forgot to mention, that I used this website to determine what my monitor's average response time and input lag is.
https://www.rtings.com/monitor
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Date Posted: Jan 4, 2024 @ 7:58pm
Posts: 7