A list of puns related to "Latency"
Edit - Disclaimer: I know my hardware is bad. But that's not the point. The point is that Stadia can perform darn well despite of bad hardware and get excellent end-to-end response times that prove that Cloud Gaming is viable.
After my first post yesterday I decided to compare Destiny 2 which is free on both platform and provide visual proof.
Hypothesis: Is it possible that some people say 'I don't notice the latency on Stadia' because it can actually perform better than on local hardware?
To test the overall latency from the moment a button is pressed to the moment the action appears on the screen I've recorded a video of my computer screen while pressing a very clicky button. Then, using video editing software I've measured the time from the moment the click is registered in the audio waveform to the moment the action is visible on the screen.
Note: this comparison was made on a non-gamer laptop. However, it still shows that for people like me playing on Stadia is actually better in terms of response.
Scroll down to see more details of the comparison and also images!
Destiny 2
Stadia
Destiny2 Gunshot | Button click | First recorded frame with action | Latency (ms) |
---|---|---|---|
Shot 1 | 04.352 | 04.382 | 30 |
Shot 2 | 05.421 | 05.474 | 51 |
Shot 3 | 06.416 | 06.452 | 36 |
Shot 4 | 07.419 | 07.445 | 26 |
Shot 5 | 08.382 | 08.423 | 41 |
Average latency for Stadia: 36.8 milliseconds.
Local / Steam
Destiny2 Gunshot | Button click | First recorded frame with action | Latency (ms) |
---|---|---|---|
Shot 1 | 00.912 | 00.993 | 81 |
Shot 2 | 01.838 | 01.906 | 74 |
Shot 3 | 02.730 | 02.802 | 72 |
Shot 4 | 03.615 | 03.682 | 67 |
Shot 5 | 04.436 | 04.513 | 77 |
Average latency for local / Steam: 74.2 milliseconds.
Common for both platforms:
Game: Destiny 2
Furthermore, I've tried this at the very beginning of the game where the game, I believe, is purely single player. If you leave the game after getting the rifle, when you log back in you start at the beginning with the rifle in your hand.
Controller: Xbox Series X, wired via USB.Furthermore, I remapped the 'shoot' button to the d-pad which is very clicky and only has on/off values. I also made sure to disable the previously mapped emote action.
Display: 60hz 15 inch monitor. 1366x768 max resolution.
Video capture: 1080p at 60FPS. This is the value that limits the precision of the test. Higher frame rates would have been desirable, but the slow-motion option on my phone does not
... keep reading on reddit β‘EDIT: APPARENTLY A SOLUTION HAS BEEN FOUND by /u/donqadro and works for some users, look for their comment to see the process. Although use the fix at your own risk as many anti-virus programs are flagging the file used for the fix or it could break something.
For more specific instructions look at the comment left by /u/Radim_
WARNING, THE FIX HAS CONFIRMED TO HAVE SEEMINGLY "BRICKED" AT LEAST TWO PEOPLE'S KEYBOARDS. USE THE UPDATE FIX AT YOUR OWN DISCRETION.
As the fix actually broke my keyboard further, it is now completely unusable and stuck in a white/blue hue colour, unable to reset or do anything. But I did do everything through a VM so that could be a reason why it did not personally work for me. Just use the fix at your own discretion.
ORIGINAL POST BELOW
So in another post I made, a lot of people shared that they all had latency/input lag with their GamaKay MK61 which we all got recently. So it is fairly likely the entire batch is bad.
The issue was some inputs would have really bad latency at times, making the keyboard essentially useless. Here is the original thread:
https://www.reddit.com/r/MechanicalKeyboards/comments/n9eny4/serious_input_laglatency_with_new_keyboard
If you had issues as well, leave a comment saying when you made the purchase, what color (black/white) and what switch you chose. Then we can all send an email or talk with BangGood customer support and link this thread so they can see the issue.
I had White/Optical Yellow V2 & was ordered sometime last month, and it appears they only restocked and shipped in the last two weeks.
Or if you ever found a solution please post it! (if this type of post isn't allowed my apologies)
While debating between what Antares Auto-Tune version to get, I couldn't find any resources that reported what the latency or CPU usage of each version was. So I figured I'd test it myself with the trial versions. Going in I figured there would be a clear stepping stone in every version where they would have an increase of CPU usage and latency but thatβs surprisingly not the case.
Computer specs:
#Latency
The way I tested latency was I just put a microphone up to my speaker, turned on "Auto" monitoring, and recorded the metronome back into the software.
Results (LLM = Low Latency Mode toggled on):
Version | Latency |
---|---|
Blank track | 8ms |
Access | 8ms |
EFX | 66ms |
EFX (LLM) | 10ms |
Artist | 66ms |
Artist (LLM) | 10ms |
Pro | 68ms |
Pro (LLM) | 10ms |
Conclusions:
If anyone wants to see the "data" here is a screenshot.
#CPU Usage
The way I tested CPU usage was I opened 25 instances of each version on a single track and just saw what Ableton reported my average CPU usage to be.
Results (LLM = Low Latency Mode toggled on):
Version | CPU |
---|---|
Blank track | 3% |
Access | 42% |
EFX | 70% |
EFX (LLM) | 70% |
Artist | 42% |
Artist (LLM) | 42% |
Pro | 37% |
Pro (LLM) | 38% |
Conclusions:
There have been a handful of reports that games look visually better at 1080p.
There are now also some reports that latency has improved as well. I retested this and it does appear that latency has dropped from ~80ms to ~45ms for me.
45ms avg - Destiny 2 - https://youtu.be/vxxpc9jzANI
55ms avg - Borderlands 3 - https://youtu.be/UWajVzuvGQc
47ms avg - Enter the Gungeon - https://youtu.be/BezFMgvq35c
50ms avg - Enter the Gungeon (high frame rate capture) - https://youtu.be/96Yix8RTS8wβ
These both appear to be because of recent improvements made to the encoder (possibly also coupled with network improvements?)
So the question is... How, why, is this not a huge announcement? This is the kind of stuff that sells a gaming system to "non-casual" gamers, puts to bed unfounded rumors of Stadia's death, and showcases Stadia's viability as a serious gaming platform.
Stadia needs to unzip its pants and swing around it's technological prowess. Stadia is amazing but its marketing just abysmal.
Even if Stadia wants to avoid the negative press from "committing" to a specific number like 4k 60fps, all that needs to be done is a little announcement saying, "We're testing some performance improvements with our encoder, you may see improved visuals and latency."
The media would handle the rest and Stadia wouldn't have to commit to any specific numbers that might mislead users. Just that would likely be enough to persuade some users to give it another try and convert more people to cloud gaming.
Here's a video I made: https://youtu.be/jEa-iY4LZHA
The latency appeared a few months ago. I tried different mice, didn't help. Different monitors, didn't help. I completely reset my Windows, also didn't work. I sent it to get repaired and I got a message that my pc was actually fine so they didn't do anything. My parents are saying I shouldn't worry about just a few ms, but something definitely feels off while gaming. There's a pretty unnatural latency right? The video is shot and 240 fps and slowed down to 60 fps (So 0,25Γ speed).
I also updated all drivers, tried other usb-ports, but none of them worked, and now I'm at a loss.
Thanks in advance to anyone who could help.
UPDATE:
I completely reset my Windows yesterday and stuff got worse... When I launch the Nvidia Control Panel, it will take up around 30% of my CPU for 10 minutes before it appears.
When I launch Osu (A videogame) in fullscreen, it's extremely laggy. I'd say the game is around 20 FPS, but my mouse polling rate is even worse.
According to Intel support assistant, all my drivers are up to date. The same goes for Geforce Experience.
UPDATE 2 (Kinda fix!):
This solution kinda fixes the problem, there's still quite a bit of latency but I can use the Nvidia Control Panel again and Osu doesn't lag anymore. What I did was: I downloaded http://download.msi.com/uti_exe/nb/F3_Recovery_USB.zip and extracted the ZIP towards a USB-stick (No need to burn or create an ISO). I then used the BIOS to boot from this USB, and followed the steps. This probably only works for MSI computers and Windows 10. This explanation might be a bit unclear, but you can always message me if you have questions.
I might take a look at my hardware soon (That's probably where the problem is) but exams are coming and I'm also kinda okay with the bit of latency I have now, I'm far from a professional gamer anyways.
Thanks to everyone who put in the time and effort to help me!
Gamers of Burlington. Iβm currently using Cogeco internet, 360mbs download and 20mbs upload. Very early morning (5am) Iβm getting 25ms ping consistently, as soon as school starts until about 7pm the ping is garbage, it spikes to 100ms very often. It becomes hard to surf the web and play video games at all. Anyone else have issues like this?
#TL;DR
There seems to be no statistically significant difference between using the Dualsense wired or wireless, neither in terms of average input lag nor in terms of consistency. That said, I was sitting relatively close to the console for this test and you might get stability issues while sitting further back and/or with an obstructed line of sight between the console and dualsense and/or in a place with a lot of 2.4GHz interference.
I've also tested the DualShock 4 in Rocket League and found a statistically significant (p~0.001) difference between wired and wireless use (wireless is faster).
These results suggest that Sony has fixed the "issue" that the DS4 had more input lag wired than wireless on PS4 for the Dualsense on PS5, but those improvements do not apply to the DS4. I say "issue" in quotes because how much you care about this will vary from person to person. It's definitely good news for competitive players who attend large events where a lot of players are using bluetooth at the same time, which can cause connectivity issues.
#Full results
First, some test methodology. I used 240fps video from an iPhone X, filmed the controller and screen from the same spot every time (both wired and wireless). I used a USB A to USB C cable for the dualsense which I plugged into the front USB A port on the PS5. I used a USB A to Micro USB cable for the DS4, also plugged into the same port. On every instance, I made sure that the controller showed up in the correct mode (ie USB icon when relevant).
The games I used were Astro's Playroom, Spider-Man Remastered, Call of Duty Black Ops Cold War, and Rocket League. For each game I tried to find the most responsive action and then mapped it to R1 with the PS5's accessibility settings. This allows me to use the same button through the same method for every game. I recorded 20 to 30 inputs for each game in each mode.
I used SMPlayer on Windows to go through the footage frame by frame and count the frames from the moment the R1 button is starting to be depressed to the moment the first frame of the corresponding input starts to appear on screen (even partially)
As a sanity check, I tested Rocket League with my DS4 too.
Here are the detailed results:
Game | framerate | Input device | Input method | trigger | Average total latency (ms) | Standard deviation (ms) |
---|---|---|---|---|---|---|
Astro's Playroom | 60 | DSS | Wired | Punch (mapped to R1) | 115.77 | 4.95 |
Astro's Playroom | 60 | DSS | BT | Punch (mapped to R1) | 115.48 | 4.74 |
Spider |
I tried playing around with the following settings on both linux host and linux guest and it does change a little but after spending a few hours playing around with it I gave up. There is alwais latency. I tried both ICH9 and AC97
deferred-volume-safety-margin-usec deferred-volume-extra-delay-usec default-fragments default-fragment-size-msec
What can I do? The latency makes it very annoying to watch something...
After implementing a feature that shows the chosen primary satellite link for your location in starlink.sx, which is based on lowest link latency, I noticed that the projected spot beam patters would sometimes cover very large ground surfaces. Thus, I implemented a selection in Settings that allows for this choice to be made based on highest elevation, which should result in, on average, smaller footprints on the ground.
Below you can see a video showing both options side by side - elevation on the left, latency on the right:
When using latency, the amount of cells covered by a spot beam is considerably larger for longer periods of time, which is less efficient. Thus, IMHO Starlink would choose to cover cells that are within the smallest steering angles from each satellite. Cells that have less "choice" in satellite passes at high elevations would get lower total throughput, and this could explain why some cells are now "full" and some users even reporting that orders may not get filled until late 2022.
In request of u/red38dit , the answer is the most upvoted comment which points to a script that tells you what setup you got right and what's wrong so that you can change it, the links it gives you are threads that will mostly work, but for me, for example, I had to search how to set the cpu behaviour to performance instead of balanced(?). Also the threads tell you what to do but sometimes you're going to have to search the same answer or script for your specific distro, as in my case I have manjaro so I would have to see on the arch and manjaro forums the equivalent of a debian script.
Edit: THANK YOU GUYS AHAJHA
On windows if I set my scarlett 2i2 ASIO buffer size to 64 I wouldn't get any problems at all, but with Cadence setting it to even 256 (which is not cool for me as I'm a guitar player and low latencies are a must) gives me so much pain in the ass with xruns and with plugins like superior drummer 3 lagging like hell and sounding weird,, and that's just with superior drummer running and on top it gives me 8 ms of latency which I can feel and hear when I use direct and reaper monitoring at the same time, it sounds almost like a slap back delay and that is so frustrating. I think this could be an alocation of resources issue as I suspect that manjaro sets a limit for every application and that's why I have issues even when reapers ram usage reads bellow a gb and cpu usage is like 2 to 3 %.
Can I fix this or should I just switch back to windows? Linux makes everything better but audio has been such a pain in the ass that I've almost quit doing audio related stuff. Is there something that I'm missing? Is this a default config issue where there's a way to alocate more resources to jack and reaper like in minecraft or something? Seriously I need your help you linux audio profets.
Edit number 2 in case people don't read my reply:
Sorry for not responding but I wanna thank you so much. I thought I would get similar latency to windows or mac but now it's so low that when I compare my direct to software monitoring I get an out of phase signal, which threw me off at first because I thought that my interface broke or something, so doing the old trick of simulating this effect with two signals trying to delay one until it sounds similar I didn't expect to measure 3.4 MS OF ROUNDTRIP LATENCY, it feels like a dream and plays like a dream with just 64 samples or whatever. I haven't installed superior drummer yet but the improvement is instantly noticeable be
... keep reading on reddit β‘I sucked so bad at this game for years. I got a new tv and am using it on game mode instead of the usual vivid, and itβs made a massive difference. No more getting fastballs by, and I can actually get my pci on the ball.
Hello, there appears to be some significant latency issues connecting to the NA servers today. I am not experiencing latency problems with other games and services i regularly play. I spent a little time testing different games and running some traces. Its only my connection to SWTOR servers. :( is anyone else having these issues?
Was all pumped to play today. Guess not now. Thank you.
DOCSIS 3.1 includes the Low Latency DOCSIS spec, which looks at the QoS packet header of network traffic for prioritisation.
If you're developing a multiplayer game, you want to ensure that the user state/input data packet headers state 0x2A
in the QoS header field to declare them as Low Latency.
Once DOCSIS 3.1 is updated on your player's modems by their ISP later this year, they should get a nice (free) lag boost!
Last two nights same thing happened. Started playing with a friend. No issues. 3 or so games in Ping skyrockets from 40-50 to 150 and "loss" goes from 0 to ~40. Then games consistently are like that the remainder of the time. Only way to leave game is force quit via task manager.
Anyone else having this issue?
Edit: this is unranked games too and my internet speed test seems fine. Also this started towards the end of one game on both nights. Seems more like a pattern then a fluke
Price reflects in cart
https://www.soundtheory.com/home
Hey. So the issue is: i have a 100/100 internet i run 31 ms ingame, but sometimes when i snipe and im 100% i hit them..it miss? When i shoot someone first (on my screen) and multiple times in the head, get the plates cracked immediately, and in 65-70% times they end up with little to noone health, and when i look at deathcam it suddenly shows ive missed like 30% of the shots and only a couple hitted.
I even tried record and my screen CLEARLY shows that i hit, and when i look at deathcam vid, it dosent show that.
It strictly happens to lower lvl players..
I dont know if my connection is bad, but something is clearly wrong? I can play during the morning and get 8-15 kills and 1-4 wins.
Same night i log in and i cant kill 5 and winning? Hah... even when i headshot with my kar98 in the last circle, it only shows cracked.
Is it my connection? Is it hardware latency? Is it something with the servers? Is it something implemented in the game to give lower lvl/skilled players a chance?
I tryed to: 1 buy a skin, that worked for a couple of days and i got extremely easy lobbies. 2 change router, didnt work 3 rage like a mad man and knock around everything (clearly didnt work) 4 Write activision (not replied for over a month
Now my last go is you guys.
Ps i play on a laptop that runs steady 70fps (exept downtown and stadium, because you know... crap game optimization)
It seeks like every week there is something new with WZ, inreally love cod, but im thinking of quitting since it dosent feel like its really fair.
So you guys have a solution and/or experienced the same?
Tutorial video by a backer in the Facebook group: https://www.youtube.com/watch?v=NmK3pArsWYQ
For those backers that have received their Shadowcast - some of the backers in the Genki Labs Facebook Group find that this program has the lowest latency of all tested so far. It doesn't have built in recording or any other features, but for pure display playing, it so far works the best.
Create a shortcut to the mpv.exe file and add that is to the end of the "Target:" box of the shortcut after the address/mpv.exe":
mpv av://dshow:video="ShadowCast" --profile=low-latency --untimed
After you plug in your Shadowcast, and have no other capture software running (Genki Arcade, OBS, etc) pulling the Shadowcast feed, run the shortcut.
For audio, right-click on the speaker next to the clock, choose Sounds, Recording tab, double-click on ShadowCast and tick "listen to this device" the sound will be heard on your build.
Or
For better audio, try https://github.com/ToadKing/mono-to-stereo/releases/tag/0.5 with run parameters --in-device "Digital Audio Interface (2- ShadowCast)"
(Thanks SysRootErr!)
Will running my connection through a Ethernet switch effect latency, ping or lag?
Hello,
I have 2x16GB RAM that is clocked on 3200Mhz CL14-14-17-14 with DRAM Tuner Fast Preset.
This thing also happened on stock RAM configuration.
On fresh installation I got 73-77ns RAM latency when doing AIDA64 benchmark.
After installation of drivers and needed applications: 90ns
Intel Memory Checker also measured 90ns latency on RAM.
I think that I should get around 75ns considering which RAM I'm using.
I uninstalled GPU driver, motherboard driver, Realtek audio + network driver, Intel SSD driver but latency stayed the same.
I checked with Ryzen Master if Infinity Fabric is okay and it is (1600:3200Mhz).
I used LatencyMon and I run it on idle for 40 minutes and I got good score with only 300us peaking for IRC and DPC (only once, average is around 150us I would say).
I have:
Ryzen 7 1700 OC-ed to 3.8Ghz 1.3v
MSI X370 Gaming Pro with latest normal release BIOS
2x16GB Crucial Ballistix BLS2K16G4D30AESB
Intel 660p 2TB
This thing happened on Windows 10 1709 & Windows 10 21H1 build which I'm using right now.
Anyone have idea what happens?
I appreciate the help.
https://preview.redd.it/jd3av6n2oly61.png?width=539&format=png&auto=webp&s=833d539718117d42106bd69761db39466aa70eaf
Alright! So I've put Stadia to the test using click cues. Let me explain:
I recorded the screen with my phone while I held my controller close to the microphone and pressed a clicky button.
Afterwards, in video edition software I measured the time between the click on the waveform and the first frame with animation.
I tested the same game on Steam and then on Stadia. Surprisingly Stadia had less latency than if I had played the game locally.
First off all some stats:
Game tested: Reigns (very lightweight game)
Recording: 60FPS (this determines the maximum precision of the test)
Monitor refresh rate: 60Hz (60 images per second)
Controller used: Xbox Series X, wired via USB-C
Networking: Wired
Browser used: Edge
Steam version used: the latest. Just installed it for this test.My windows installation is also pretty recent and no other applications were running during the test.
GPU: Geforce 940MX laptop GPU.
CPU: i5-7200U
Codec used: Hardware decoded VP9
Stadia enhanced latency stat: 12ms
Stadia enhanced decoding time stat: 1.20ms
Resolution: 1080p for Stadia, 1366x768 for Steam version
Results!
One example for the Steam version:
CLICK at 15.472 seconds
FIRST CHANGE VIEWABLE at 15.536 seconds
Difference: 64ms from the moment the click on the controller happens to the moment the camera captured the first movement. About 3-4 frames apart.
One example for the Stadia version:
CLICK at 15.150 seconds
FIRST CHANGE VISIBLE at 15.201 seconds
Difference: 51ms from the moment the click on the controller happens to the moment the camera captured the first movement. About 3 frames apart.
The stadia version consistently shows the action happening 2-3 frames apart, while the steam version consistently shows the action happening 3-4 frames apart. The exact number depends on how well the frames sync up with the click.
The conclusion here is that playing on Stadia, even very lightweight games, can be faster than playing on local.
And to anyone who wants to tell me that my GPU sucks, my CPU sucks, my monitor refresh rate sucks, that it's installed wrong, that you need to tweak some configuration on Steam or something like that: that's exactly the point... that I don't have to care that much about expensive hardware or complicated config options.
Edit: the reason I tried Reigns is because it's the only Game I own both on Stadia and Steam.
I also tested YsVIII and C
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