piratethingy
Self professed bad raider
Real talk I don't want to read this topic because I know I'm living in gleeful denial
Not to knock on NXGamer, but I don't know how anyone can believe these here results. 125-200ms input lag on Xbox? Lol, going from 60fps to 30fps adds 16ms, and that already feels pretty significant. Imagine what 10 times that value would feel like.The video this thread is based on
So, one game?Rise of the Tomb Raider had pretty bad input lag on the Xbone version that wasn't present in other versions, even 360. That might be where it started.
Not to knock on NXGamer, but I don't know how anyone can believe these here results. 125-200ms input lag on Xbox? Lol, going from 60fps to 30fps adds 16ms, and that already feels pretty significant. Imagine what 10 times that value would feel like.
2 things here,https://youtu.be/L4rlLYE-e20?t=1m25s
PS4 version of USF4 will show ~4 frames of latency (without the converter, at 60fps) on this guy's setup so that's 16*4=64ms of lag.
So yeah, I don't know what the fuck NXGamer is doing.
Anyway, his videos are impossible to watch without sound. I couldn't get info from it properly until I got home... I wish he would actually show that this is total lag measured, and not merely input lag. He isn't accounting for display lag etc.
Not to knock on NXGamer, but I don't know how anyone can believe these here results. 125-200ms input lag on Xbox? Lol, going from 60fps to 30fps adds 16ms, and that already feels pretty significant. Imagine what 10 times that value would feel like.
So, one game?
Not surprised I suppose.
PS4 Dash Latency Test = 75ms https://www.youtube.com/watch?v=_7kcLTJTQK8The numbers this video is giving don't look right, some more documentation of how they were measured and the equipment used would be good.
Here are a few numbers from Digital Foundry last gen.
But this video saying
PS4 XMB is 75ms
DOOM 104ms
Battlefield 75ms
Halo 5 165ms
All 60FPS games, but all them them significantly higher than either the theoretical lowest point or the response rates of games from last gen.
Forza Horizon 3 -171ms again.
So all really odd numbers.
PS4 Dash Latency Test = 75ms https://www.youtube.com/watch?v=_7kcLTJTQK8
2 things here,
1) Fighting games by nessacity have the lowest input lag, I never tested any in this video but I have games that hit the 60's-80's. These are not comparable to other games and more so 30 V-Synced titles that will have the highest and more than just 16ms.
2) Streetfighter V on PS4 launched with twice the latency of the PC release, around 124ms. This was later improved to half that 64ms.
This video also has 80ms counts on this game and it all depends where in the input poll, blanking stage etc you are, hence my mean point of the video as being a good base.
Other factors can also play a part, I will have my Web article up soon and I am still working on refining and improving the process, the 30-50ms gap would be very hard for most to spot and with some tv configs making this 2X worse than that.
What are you basing this on?The point of my post was to show that whatever you're using to measure the latency doesn't seem right. What method ARE you using? Frame by frame like this person here? (he's looking at the inputs that are updating, not the animation).
Street Fighter V? The game in the video is USF4.
And I don't know about that, I think SFV still has 7 frames of input lag (which is 112ms) and that's an example of a game with too much.
Halo 5 was 125Ms, with a lowest count of 108.The numbers this video is giving don't look right, some more documentation of how they were measured and the equipment used would be good.
Here are a few numbers from Digital Foundry last gen.
- Most 60FPS games have a 66.67ms latency - Ridge Racer 7, for example.
- Citing GTAIV as an example, West suggests that a 166ms response is where gamers notice controller lag, which could also explain the Killzone 2 furore too.
- The lowest latencies a video game can have is 50ms (three frames) - the PS3 XMB runs at this rate, but few games reach it.
- Halo 3 -100ms
- Guitar Hero 67ms
- Burnout Paradise 67ms
- BioShock 2 Frame-rate Locked 133-150ms
- BioShock 2 Frame-rate Unlocked 100-150ms
- Call of Duty: World at War 66ms-100ms
- Dante's Inferno 100ms
- Killzone 2 150-183ms
- LittleBigPlanet 100ms
- Mirror's Edge 133ms
- MotorStorm: Pacific Rift 116ms-133ms
- Resident Evil 5 100-150ms
- Ridge Racer 7 66ms
- Street Fighter IV 66ms
- Unreal Tournament III 100-133ms
- WipEout HD 84ms
But this video saying
PS4 XMB is 75ms
DOOM 104ms
Battlefield 75ms
Halo 5 165ms
All 60FPS games, but all them them significantly higher than either the theoretical lowest point or the response rates of games from last gen.
Forza Horizon 3 -171ms again.
So all really odd numbers.
Interesting find on that, thanks I never saw this so at least 2 of us got the same results.PS4 Dash Latency Test = 75ms https://www.youtube.com/watch?v=_7kcLTJTQK8
What are you basing this on?
I have seen even In this thread other figures that match mine, in addition to other sources.
At this point I have some other things to iron out but the tests were done multiple times and the deviation was all similar and within expected levels.
My point on SFV is your example has no connection, looking at a completely diffirent game on completely different controllers is exactly apples to oranges, it makes no sense. Like I say I never tested fighting games in this video as they are nearly always the lowest level (but SFV shows not always)
I tested the same game across various machines with the standard controllers, but I will have more to come.
Rise of the Tomb Raider had pretty bad input lag on the Xbone version that wasn't present in other versions, even 360. That might be where it started.
The Ps4 version had it at first too, but eventually got patched.Rise of the Tomb Raider had pretty bad input lag on the Xbone version that wasn't present in other versions, even 360. That might be where it started.
What are you basing this on?
I have seen even In this thread other figures that match mine, in addition to other sources.
At this point I have some other things to iron out but the tests were done multiple times and the deviation was all similar and within expected levels.
My point on SFV is your example has no connection, looking at a completely diffirent game on completely different controllers is exactly apples to oranges, it makes no sense. Like I say I never tested fighting games in this video as they are nearly always the lowest level (but SFV shows not always)
I tested the same game across various machines with the standard controllers, but I will have more to come.
Halo 5 was 125Ms, with a lowest count of 108.
Again, comparing last gen titles in various machines is not the same as here, it needs to be done on a game by machine basis.
Interesting find on that, thanks I never saw this so at least 2 of us got the same results.
Rise of the Tomb Raider had pretty bad input lag on the Xbone version that wasn't present in other versions, even 360. That might be where it started.
Where did this stigma that Xbox has terrible input lag come from? GAF?
Engine input lag is not a constant. It's a range.Wait you are saying Halo 5 with a perfect 60fps has changing input lag?
Perhaps I should find other videos
Did he even outline his testing methodology? These results are kind of all over the place.
A setup like this is the ideal.
I agree on that, and I wanted to take time to demonstrate and show my methodologies, which I will very soon.I'm basing it entirely off the fact that the numbers seem very high.
But regardless, as constructive criticism, you should detail your methods used in the video. Regardless of the validity of the results, this reaction is to be expected if you're highlighting that they are surprisingly high.
Do you really think a game is a constant at all times and on each input method/action?Wait you are saying Halo 5 with a perfect 60fps has changing input lag?
Perhaps I should find other videos
Sorry you got banned but, nothing is "wrong" with my methods, even if I have a variation of 10-20ms it would be relative to each other. RoTR was a big game that was played by many across 4 devices, the fact the x360 had less lag than X1 and PS4 should at least explain to some what is going on here.If NX gamer is to be believed there's not issue at all with XB1 latency on RoTR. Despite the fact that it's as clear as day to anybody who even understands the concept.
Something is wrong with his measurements.
Exactly correct, like a game engine itself.Engine input lag is not a constant. It's a range.
I have a article coming and more videos that explain it and how I aim to improve.Did he even outline his testing methodology? These results are kind of all over the place.
A setup like this is the ideal.
Indeed I will have that, want to make sure I spend time doing it clearly and concise so everyone is clear on my methods.Maybe there will be more info on the setup from the website article NX is doing about all this.
Could people be underestimating just how quick (for example) 100ms is? Maybe being used to having TV's that have sub 30ms of input lag and being under the impression that this is the only input lag going on? So hearing talk of 100 and 200ms seems so alien. Simple test to do is to start and stop a stopwatch as quick as you can, you will probably find the fastest you can do is about 70 to 80ms, which seems almost instant, might help put things in to perspective?
Unless the game decouples it's game logic from the framerate (which as far as I'm aware, is super rare) going from 60fps to 30fps will actually add something like 50-67ms additional lag. This is because the way most game engines work, there is inherently 3 to 4 (or sometimes more) frames of input lag; completely independent of the length of the frames; so halving the framerate naturally doubles the lag. That's why the jump from 60 to 30 is so easily perceptible (if it were only 16ms, it wouldn't be).Lol, going from 60fps to 30fps adds 16ms, and that already feels pretty significant.
See the reason I find these numbers odd is because of this following list :I agree on that, and I wanted to take time to demonstrate and show my methodologies, which I will very soon.
Do you really think a game is a constant at all times and on each input method/action?
Sorry you got banned but, nothing is "wrong" with my methods, even if I have a variation of 10-20ms it would be relative to each other. RoTR was a big game that was played by many across 4 devices, the fact the x360 had less lag than X1 and PS4 should at least explain to some what is going on here.
Exactly correct, like a game engine itself.
I have a article coming and more videos that explain it and how I aim to improve.
Indeed I will have that, want to make sure I spend time doing it clearly and concise so everyone is clear on my methods.
108-125 is not high at all, I doubt many would notice the gap between 90-130ms at all.These results just seem odd. There's no way H5 has that much input lag.
What do you mean by "proper" display and measure equipment for these tests?Very curious as to how NX measured those numbers. If he uses a proper display and measurement equipment.
I think you have a very valid point and what I tried to cover in the video, some can notice a delay but a wrong tv setting, link through Hdmi or such would add far more than we are seeing here and the expectation of the gap seems to high from some I feel as you suggest.Could people be underestimating just how quick (for example) 100ms is? Maybe being used to having TV's that have sub 30ms of input lag and being under the impression that this is the only input lag going on? So hearing talk of 100 and 200ms seems so alien. Simple test to do is to start and stop a stopwatch as quick as you can, you will probably find the fastest you can do is about 70 to 80ms, which seems almost instant, might help put things in to perspective?
It is not as much about "who to believe" as what your expectations are. A 30-50ms gap is small, much smaller than many think and it all depends on a game by game basis.I remember someone (digital foundry?) did the same test years ago and the results were surprising for different reasons: basically wireless didn't seem to introduce any meaningful lag or at all in some cases.
In many cases lag was as low as the framerate allowed.
Although iirc it was suggested that in a few instances controllers could still be communicating wirelessly​ even while connected.
Not sure who to believe but these values seem
way too high
Agree, some are high but many are within my expectations, as was said here already human response rates (average) is around the 100Ms mark.They seem high but I wouldn't be surprised if some of these are close to truth.
Yeah, I am wondering if NXGamer's methodologies are actually relatively accurate and we all have some misperception or time-scaling issues that need to be explained/addressed.
For example, I've been shopping around for a new arcade stick to go with some upcoming fighting game purchases I'll be making, and I started thinking about the real impact of having a "laggier" stick that's maybe 8-10ms slower than another one... And it got me thinking that perhaps the arcade stick input lag probably wouldn't really be perceived on top of my display's input lag in a linear, stacked manner, as even the worst, "F-tier" sticks (according to SRK user teyah's popularized testing) generally have input lag that rates lower than most TV's display lag. There would be a small stacking effect, but it'd work more like a cascade/ripple rather than a straight stack-up of perceived input lag, and from that perspective and my inability to really detect extremely minute differences in milliseconds, I kinda figure even an "F-tier" stick @ 13ms would feel fine versus a 3ms stick, considering my display itself still has a 20ms input lag anyway, which might really resolve all-together as perhaps a 25-30ms total input lag perception (to clarify, I'm talking about my 20ms display + a 13ms arcade stick, not the 3ms one) -- still within very tolerable bounds as far as I'm concerned.
Adding to the notion that these are wireless controllers and my preconceived notion that they inevitably add a fair amount of input lag on that anyway, I'm perfectly willing to accept that games typically result in ~100ms of perceived input lag, and that it's honestly still something of a minute timeframe to perceive -- even if you are incredibly sensitive to that sort of thing. I'm not denying that a difference can be felt, but I also think that the scale by which people make that judgment in their head is perhaps a bit exaggerated when it comes to standard gameplay scenarios that most of us encounter. I do believe that hyper-competitive players feel and examine this very closely to good effect, but I think even those types of players might not really be keeping track or needing to keep track as closely when they play a single player game against AI which can be learned or manipulated in a way that a dynamic human being can't -- that is to say, I think a player can compensate by becoming intimately familiar with constructed behavior patterns that exist in game AI, even if it falls short of standards that are examined and desirable in more dynamic situations such as player-v-player.
All of this is conjecture, of course, I haven't run any measurements myself. But given my own somewhat limited ability to detect input lag within a scale of ~100ms (or really, a lack of verification of my ability to accurately assess input lag on a scale of ~100ms), I can buy these numbers and also still believe that games feel responsive enough to not be a bother within these conditions. I felt Rise of the Tomb Raider on XB1 and Dishonored 2 really bad on my PS4, and the results seem to back up exactly why, but most other games tested still seem fine and they all seem to also float around 100ms.
Wasn't it tested that the new PS4 controller wired was actually worse than wireless or did they fix that?
Is the new DS4 wired communication mode done on PS4 Pro and Slim or standard PS4 for your test?That was my finding. I've retested today and narrated a video that will be up in about 10 minutes @ https://youtu.be/y69g5cQSC0s My finding remains that the DS4 in wired USB mode is markedly slower than wireless.
Looking forward to reading more about the methodology. I'm sure our methods aren't the same (my is reasonably unique) but am curious as to why our conclusions are different.
I mean a display with 1ms input lag and doesn't have a varying input lag, some displays have this. To lower the error margin introduced by the display.What do you mean by "proper" display and measure equipment for these tests?
Does the same apply for wireless mice? In that Bluetooth delivers very low latency? Or does it depend on the brand/type of mouse
I want to replace my Logitech G500 with a wireless variant because I hate having wires anywhere on my desk.
But so far, the stigma of wireless mice having high latency and being 'unsuitable for gaming' has kept me rather hesitant to invest just yet.
No, devices output RF signals around 2-5 GHZ, that is called blutooth or wift. That is normal, it is not causing interference. All devices should be allowed to do that and they should be free from one another.
If you have a device in your home that is affected by other 2.4 Ghz signals, it is the problem of your device that is affected, NOT the wifi sources.
You should be able to have 10 wifi or blutooth sources in your room and any device should be able to select its own channels and be immune.
So you are wrong, any device affected by wifi from another device, the technical fault is the device that is affected, not the wifi source.
Get your phone repaired or take it up with the supplier.
See the reason I find these numbers odd is because of this following list :
https://displaylag.com/console-latency-exploring-video-game-input-lag/
According to this, Destiny on Xbox One has an input lag of 86ms (not counting display lag of 10ms in their testing) while being 30FPS. So Halo 5 a locked 60FPS title having an average of 125ms of lag seems off to me because Halo 5 certainly feels more responsive than Destiny.
The website I've linked to also details how they did the tests so maybe you could look at them and compare your methods to figure out if and why there are any discrepancies.
That was my finding. I've retested today and narrated a video that will be up in about 10 minutes @ https://youtu.be/y69g5cQSC0s My finding remains that the DS4 in wired USB mode is markedly slower than wireless.
Looking forward to reading more about the methodology. I'm sure our methods aren't the same (my is reasonably unique) but am curious as to why our conclusions are different.
I mean a display with 1ms input lag and doesn't have a varying input lag, some displays have this. To lower the error margin introduced by the display.
As for the equipment that'd be a high speed camera, 120fps isn't highspeed, and a press detection mechanism such as a wired LED to the circuitboard of the controller.
Also, absolutely no equipment between the source and the display, but that should be obvious I guess.
Wow, that is impressive as I love fast paced games and screens but even I would struggle at 10ms to notice.I have a G900 and haven't noticed a difference between attached and wireless. There will be a light difference of course, but I sure as hell don't feel its affecting any of my gameplay and this is coming from someone who notices 9-11ms differences in response times between my monitor and my TV.
Is the new DS4 wired communication mode done on PS4 Pro and Slim or standard PS4 for your test?
PS4 system (4th frame)
https://twitter.com/noodalls/status/862760367033798656
X1 RE7 (12th frame)
https://twitter.com/noodalls/status/862761444600815616
PS4 RE7 (13th frame)
https://twitter.com/noodalls/status/862761986693578752
Boost mode does nothing though does it? Have you turned on the cable input on pro?Video is on standard PS4. I have done the same test on PS4Pro in boost mode with the same result.
To be honest I'm probably really stupid but I cant understand anything your posting, a summary of some kind of what all this means might be nice.
Boost mode does nothing though does it? Have you turned on the cable input on pro?
Modified my setup, have retested. So this is prey, tested with the gun shooting. The input lasts for 50ms as this seems to be the minimum time required to get the game to respond. Flash light and jumping respond to shorter inputs (16.66ms). I have added an LED, and you can see that at the bottom of the screen. This lights up when a command is being input.
This is just shot with a standard 60fps camera, capturing 720p60 off-screen. You will see the first image in the twitter post has the LED off, and then it is lit on the subsequent frame. Counting from here (with the LED becoming lit as frame 0, and counting at 60fps even though the game is 30fps) you can see the xbox one responds on F10, while the PS4 responds on F14.
X1
https://twitter.com/noodalls/status/864442620407185408
PS4
https://twitter.com/noodalls/status/864443103003820032
So, these results demonstrate the same difference (X1 faster than PS4 by 66.66ms) between versions as my previous test. The controller is the same (Brook UFB FW 1.8). The screen is a BenQ RL series in game mode.
And yet in your tests "it's actually ever so slightly quicker on the PS4 than the Xbox one."
60FPS is not fast enough to be accurate in the tests, you will be out by 16.6ms at best, as such you wouldn't see the 4ms difference that can occur between them, UI to move split I mention Not the input delay as a whole.Modified my setup, have retested. So this is prey, tested with the gun shooting. The input lasts for 50ms as this seems to be the minimum time required to get the game to respond. Flash light and jumping respond to shorter inputs (16.66ms). I have added an LED, and you can see that at the bottom of the screen. This lights up when a command is being input.
This is just shot with a standard 60fps camera, capturing 720p60 off-screen. You will see the first image in the twitter post has the LED off, and then it is lit on the subsequent frame. Counting from here (with the LED becoming lit as frame 0, and counting at 60fps even though the game is 30fps) you can see the xbox one responds on F10, while the PS4 responds on F14.
X1
https://twitter.com/noodalls/status/864442620407185408
PS4
https://twitter.com/noodalls/status/864443103003820032
So, these results demonstrate the same difference (X1 faster than PS4 by 66.66ms) between versions as my previous test. The controller is the same (Brook UFB FW 1.8). The screen is a BenQ RL series in game mode.
And yet in your tests "it's actually ever so slightly quicker on the PS4 than the Xbox one."