| ▲ | Inputlag.science – Repository of knowledge about input lag in gaming(inputlag.science) | |||||||
| 37 points by akyuu 2 hours ago | 5 comments | ||||||||
| ▲ | iknowstuff 9 minutes ago | parent | next [-] | |||||||
quite a few syntactical errors on this website. I’d suggest running it through an LLM and telling it to fix the mistakes without altering anything else! | ||||||||
| ▲ | hoten an hour ago | parent | prev | next [-] | |||||||
One area of focus missing here is game streaming / remote play (Steam Link, Moonlight, etc. over a local network). I've come to accept input lag, but mostly play games where it doesn't matter (simple platformers, turn-based games, etc). I know steam link from my home desktop to my ~5 year smart TV is adding latency to my inputs – though I can't tell if it's from my router, desktop, or TV – but I've come to accept it for the convenience of playing on the couch (usually with someone watching next to me). I know some blame is on the TV, as often if I just hard-reset the worst of the lag spikes go away (clearly some background task is hogging CPU). And sometimes the sound system glitches and repeats the same tone until I reset that. Still worth putting up with for the couch. | ||||||||
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| ▲ | wa008 an hour ago | parent | prev [-] | |||||||
Input lag is one of those things you feel before you can explain it. Good to finally have a resource that breaks down the full chain — controller, engine, display — instead of just blaming the monitor like everyone does The engine section is the part most developers seem to ignore. A locked 60fps doesn't mean 16ms latency, and that gap make me surprise | ||||||||
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