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1 to 5 milliseconds – typical response time in LCD computer monitors, especially high-end displays; 2 milliseconds – Shift time for a modern Formula One car using a seamless-shift semi-automatic sequential transmission [6] 2.27 milliseconds – cycle time for pitch A440, the most commonly used pitch for tuning musical instruments
Display lag contributes to the overall latency in the interface chain of the user's inputs (mouse, keyboard, etc.) to the graphics card to the monitor. Depending on the monitor, display lag times between 10-68 ms have been measured. However, the effects of the delay on the user depend on each user's own sensitivity to it.
Display monitors with long response times would create display motion blur around moving objects, making them unacceptable for rapidly moving images. Response times are usually measured from grey-to-grey transitions, based on a VESA industry standard from the 10% to the 90% points in the pixel response curve. [3] [4]
Early panels showed grayscale inversion from up to down, [2] and had a high response time (for this kind of transition, 1 ms is visually better than 5 ms). In the mid-1990s new technologies were developed—typically IPS and vertical alignment (VA)—that could resolve these weaknesses and were applied to large computer monitor panels.
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.
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]
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