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Old 08 September 2021, 17:28   #16
thd79
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Join Date: Jul 2021
Location: OXFORD
Posts: 13
Quote:
Originally Posted by R-TEAM View Post
@thd79
from "which" input lag we talk ...
The lag that come from non cycle exact performing of the emu on the Host side - as it not run in the real frame rate ?
The lag that come from an cheap usb joystick adapter as the poll frequency is to low for frame exact input ?
The lag that come from the difference from CRT <> LCD monitor ?
or the lag that come from the diffs in one of the above between host <> client ?
... or , finaly, from the lag that comes from the network connection self ... that is miles better on an proffesional , wide range tested environment like steam ... as in any third party network patchwork .....

it looks you know not much ...
You forget the lag that a modern GPU pipeline introduces.

But in this case, we are talking about network lag, basically ping. In a Steam Remote Play session, the remote player has additional input related to their ping. Roughly speaking, every 20ms of ping adds 1 frame of input delay. So, if I'm playing someone with a ping of 100ms, that's 5 frames extra input delay for someone. Plus ping isn't constant - so input delay can actually vary during a session.
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