Latency: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
(One intermediate revision by the same user not shown) | |||
Line 6: | Line 6: | ||
A lot of electronic logic, connected directly, is often measured in nanoseconds, | |||
faster than most anyone would care about. | |||
If there was no design consideration, then you should assume any one device can deviate from the | The more complex things are, | ||
the more that that each designed device does their own thing, | |||
and the more than it does it according to ''its own'' timing. | |||
There are other devices around that you need to talk to, sure, | |||
but that is often a 'when you get to it' on both ends, | |||
and we start talking about microseconds or even milliseconds. | |||
And the harder it becomes to coordinate devices precisely. | |||
If there was no design consideration, | |||
then you should assume any one device can deviate from the plan. | |||
If computer is part of your plan, you should assume more. | |||
===Does that even matter?=== | ===Does that even matter?=== | ||
Line 34: | Line 48: | ||
It matters in a different way when cause and effect are involved. | It matters in a different way when cause and effect are involved - input that needs to lead to different output. | ||
A computer game is interactive, | |||
and there is a difference between the moment you click a button | |||
and you see and hear the result. | and you see and hear the result. | ||
Line 101: | Line 116: | ||
--> | --> | ||
==Monitor latency== |