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Displays that have a lower response time are more responsive to player input and produce less visual errors when displaying a rapidly changing image, making low response time important for competitive gaming. Most modern monitors that are marketed for gaming have a response time of 1ms, although it is not uncommon to see <1ms response time in ...
Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games.
When using cloud gaming, inputs by the player can lead to short delays until a response can be seen by them. Inputs must first be transmitted to the remote server, then the server must start rendering the graphics of the action being performed and stream the video back to the player over the network, taking additional time.
Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action.. In video games the term is often used to describe any latency between input and the game engine, monitor, or any other part of the signal chain reacting to that input, though all contributions of input lag are cumulative.
This lag time has been measured as high as 68 ms, [1] or the equivalent of 3-4 frames on a 60 Hz display. Display lag is not to be confused with pixel response time, which is the amount of time it takes for a pixel to change from one brightness value to another. Currently the majority of manufacturers quote the pixel response time, but neglect ...
Response time (technology), the time a generic system or functional unit takes to react to a given input Display response time, the amount of time a pixel in a display takes to change; Round-trip delay time, in telecommunications; Emergency response time, the amount of time that emergency responders take to arrive at the scene of an incident ...
60 fps typically, some gaming monitors can do up to 540 fps; internally, display refreshed at up to 540 fps [18] [19] 60 fps typically, some can do 120 fps; internally, display refreshed at e.g. 480 or 600 fps [20] 60 fps typically. Up to 480 fps. [21] Flicker: Perceptible on lower refresh rates (60 fps and below) [22]
The Time Window is the period over which the throughput is measured. The choice of an appropriate time window will often dominate calculations of throughput, and whether latency is taken into account or not will determine whether the latency affects the throughput or not.