Latency: Difference between revisions

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Devices, by default, do their own thing, and do not know each other's timing.
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 plan,
The more complex things are,
and its execution of your plan will probably not be better than [[order of magnitude]], 10 milliseconds off from your plan.
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?===


'''If you are not comparing it to something else then it does not matter''',
'''If you are not comparing it to something else, then it does not matter''',
for the dumb reason that there is nothing to be late relative to.
for the dumb reason that there is nothing compared to which you can be late.






If your video starts playing 100ms later or even 1 second later,
Even if your video starts playing 5 seconds after you told it to,
once it plays you are not comparing it to anything,  
once it plays you are not comparing it to anything,  
so there is nothing to be late relative to.
so there is nothing to be late relative to.


It ''will'' matter if the video is more than ~50ms late (or early) compared to the audio.
But if the video is more than ~50ms late (or early) ''compared to the audio'', it will look bad.
That comparison very much matters, and happens continuously by the observer.
That comparison very much matters, and happens continuously by the observer.


If will matter ''even more'' if you have created an experient to measure response time[https://en.wikipedia.org/wiki/Mental_chronometry],
as you probably want to know ''to the millisecond''
when the video started and/or stopped playing.


If will matter ''even more'' if you have created an experiment to measure response time[https://en.wikipedia.org/wiki/Mental_chronometry],
as you probably want to know when the video started and/or stopped playing, ''to the millisecond'' if possible.


It matters in a different way when cause and effect are involved.


Say, a computer game is interactive, and there is a difference between the moment you click a button
Now, some things you can plan ahead of time, and ''in theory'' get shown/heard
and you see and hear the result.
 
 
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.  


Now consider that  
Now consider that  
an average computer keyboard should be assumed to be 10ms late.
an average computer keyboard setup should be assumed to get the key to the program 10ms later.
an average monitor will only display something ~10ms after the game drew the frame.
an average game will render a frame in ~10ms or so,
an average monitor may only display a rendered frame ~10ms after the game drew the frame.


Gamers call this '''lag'''.  
Gamers call this '''lag'''.  
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Electronics can do a ''lot'' better than a millisecond,  
Electronics can do a ''lot'' better than a millisecond,  
but needs  
but needs  




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"Why is my 120Hz TV faster than my 390Hz monitor?"
Because you confused input latency with refresh interval or even the pixel's response time.
That number you give describes the middle one, suggests an upper limit to the third, and says nothing about the first.
LG C2 120Hz Native Resolution @ Max Hz: 5.3 ms
Acer Nitro 390Hz Native Resolution @ Max Hz: 1.8 ms





Revision as of 15:44, 24 June 2024

Device latency

Audio latency