qubit
Overclocked quantum bit
- Joined
- Dec 6, 2007
- Messages
- 17,865 (2.80/day)
- Location
- Quantum Well UK
System Name | Quantumville™ |
---|---|
Processor | Intel Core i7-2700K @ 4GHz |
Motherboard | Asus P8Z68-V PRO/GEN3 |
Cooling | Noctua NH-D14 |
Memory | 16GB (2 x 8GB Corsair Vengeance Black DDR3 PC3-12800 C9 1600MHz) |
Video Card(s) | MSI RTX 2080 SUPER Gaming X Trio |
Storage | Samsung 850 Pro 256GB | WD Black 4TB | WD Blue 6TB |
Display(s) | ASUS ROG Strix XG27UQR (4K, 144Hz, G-SYNC compatible) | Asus MG28UQ (4K, 60Hz, FreeSync compatible) |
Case | Cooler Master HAF 922 |
Audio Device(s) | Creative Sound Blaster X-Fi Fatal1ty PCIe |
Power Supply | Corsair AX1600i |
Mouse | Microsoft Intellimouse Pro - Black Shadow |
Keyboard | Yes |
Software | Windows 10 Pro 64-bit |
It's all in the camera and your trigger finger!
Read the rest at Gamasutra


[How do you measure response time in games? Neversoft co-founder Mick West follows up a previous article on responsiveness with a cunning 'how-to' about using a digital camera to track responsiveness - benchmarking games from GTA through Heavenly Sword along the way.]
In this article I suggest that the specifications of a video game should always include a measure called "response time" (also called "lag", "controller lag", or "input latency").
Response time is defined as the time between the player using the controller, and the results appearing on the screen.
Example: Pressing the trigger button on the controller fires a gun on the screen. Video game response time can be measured with a cheap digital camera, and I explain how.
The Problem
The "feel" of a game is in large part described in terms of how "responsive" it is. Very often a game will be described as "laggy" or "sluggish", and by contrast other games will be "tight" or "fast".
I have previously described the technical reasons behind games lacking responsiveness, but I offered no way of measuring the response time, and so the developers have to rely on their own assumptions about the way they read the controller and present the results, and combine that with the subjective assessments of the test department.
Having an accurate way of measuring response time allows the developer to both verify their own assumptions (hence detecting bugs that are adding to the response time), and to provide an objective reference to the claims of the testers regarding the "tightness" of the game.
Perceptions of changes in small variables like response time can vary by individual, and being able to measure it objectively will allow you to see if it has actually changed, and by how much.
Game developers also have to make the decision of whether to go with 60fps or 30fps. 60fps will generally have half the response time of 30fps, which can be a deciding factor (along with the smoother motion, which is visually more appealing on fast moving games). However for some games there are other factors that influence the response time.
Having an accurate way of measuring the response time allows the developer to more accurately and objectively make a decision on if 60fps is necessary, or if they simply need to tighten up their 30fps game.
Read the rest at Gamasutra