[HN Gopher] LatencyFleX: A new approach to game latency reduction
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       LatencyFleX: A new approach to game latency reduction
        
       Author : ishitatsuyuki
       Score  : 200 points
       Date   : 2022-01-10 13:07 UTC (9 hours ago)
        
 (HTM) web link (ishitatsuyuki.github.io)
 (TXT) w3m dump (ishitatsuyuki.github.io)
        
       | billconan wrote:
       | > The cause of Bufferbloat was that previously, congestion
       | control relied on packet loss, which was a signal that the buffer
       | is full.
       | 
       | I couldn't understand "congestion control relied on packet loss"?
       | could somebody explain? Thanks!
       | 
       | does it mean "congestion control is triggered by the packet loss
       | event, which is a signal for buffer being full"?
        
         | ishitatsuyuki wrote:
         | Author here. Your understanding is right, and I meant that old
         | congestion control algorithms was only using the information of
         | packet losses.
        
           | billconan wrote:
           | Thank you very much! great work!
        
       | bullen wrote:
       | The elephant in the room here is that you can pay to win in any
       | game by buying a monitor with higher reftesh rate and use a
       | larger GPU that uses more electricity to have 2x more time to
       | react.
       | 
       | Fortunately for us humans that seems to stop at 120Hz because
       | most games can't even hold that at a steady rate with a 3090.
       | 
       | Now whether a 300+W gaming device is interesting in the long run
       | will be answered this year by your electricity bill!
        
         | babypuncher wrote:
         | Higher refresh rates give a slight competitive advantage when
         | all other things are equal, but it's definitely not "pay to
         | win".
        
         | mat0 wrote:
         | By that logic, every sports player that uses high quality gear
         | is "paying to win". Is Nadal winning solely based on the
         | quality of his racquet? Of course not. Would he play with a
         | basic or low quality one? Absolutely not. What's wrong using
         | the best gear possible?
         | 
         | I don't know where'd you get this notion that it stops at
         | 120hz. It's been proven again and again that even with monitors
         | with low refresh rate you still get a better experience by
         | having more fps available. Better so when you have both the
         | frames and the refresh rate in your monitor.
        
           | bullen wrote:
           | Nope, because they play at even odds, because the computers
           | are all 120Hz.
        
           | taeric wrote:
           | To be fair, it is a big factor in competitive cycling. Such
           | that, just getting good is not enough. You have to get good
           | and but the best equipment.
           | 
           | Not that big of a deal when you are all getting together in
           | real life. You can see if you were at a disadvantage due to
           | equipment. Online, you don't get to see.
        
             | jaywalk wrote:
             | There's nothing unique about competitive cycling in this
             | regard. Take two tennis players of comparable skill and
             | give one the best racket and the other a $20 one from
             | Walmart. Or in football, do the same with two receivers and
             | give one the latest Nike Vapor Jet gloves and have the
             | other use no gloves. Or golf with clubs. I could go on and
             | on.
             | 
             | Equipment quality will always have an impact in sports.
        
               | taeric wrote:
               | To an extent, I can't but agree. The number of components
               | in cycling is staggering, though. And I have seen far
               | more people effectively buying a few seconds time in
               | cycling than I have elsewhere.
               | 
               | And, at high end competitive, I don't really see a
               | problem. Even low level, I don't see a huge problem. But
               | it does exist. Is why I offered this as a "being fair."
        
         | 1_player wrote:
         | > The elephant in the room here is that you can pay to win in
         | any game by buying a monitor with higher reftesh rate and use a
         | larger GPU that uses more electricity to have 2x more time to
         | react.
         | 
         | I'll be honest, it sounds like you have no idea how competitive
         | gaming works, or any sport at all. Your comments sounds exactly
         | like thinking one can be better at football by buying more
         | expensive boots.
        
           | taeric wrote:
           | I think the open post was more lamenting that casual play
           | will be annoying by folks that pay to win. And... That feels
           | likely?
           | 
           | Not really new, mind. Lan parties that had that one person
           | that spent way more than everyone else was a thing. Did they
           | automatically win? No. But they punched over their league in
           | the party.
        
           | Melatonic wrote:
           | I agree - this is not true at all. A really good competitive
           | gamer is going to destroy even a very very good casual gamer
           | even if you gave them a crap rig running at like 30FPS
           | 
           | Definitely there are real advantages to running higher
           | framerates but its all diminishing returns. If your rig is
           | fast enough to maintain CONSISTENT frames that is probably
           | more important than going for the absolute highest - there is
           | a reason many set a minimum / maximum FPS target. Consistency
           | is important.
           | 
           | Most of the really competitive games arent really all that
           | hard to run either these days - even an older but still
           | decent gaming computer can do great. Considering how cheap it
           | is now to build something that will run most games well vs
           | how it used to be in the past I think the pay to play aspect
           | has actually REDUCED quite a bit. You can buy a quality mouse
           | these days for 20-30$ that would blow away what we had 10
           | years ago and that mouse probably would last you for as long
           | as you want.
           | 
           | Reminds me of an old racquetball tournament where they would
           | put everyone in the same level (as in the top players
           | intermingled with the bottom) but depending on the players
           | skill they were given a type of massive handicap. If you were
           | in the very top tier racquetball level they gave you a
           | racquet that had been strung in a very clever circular way
           | where there was a literal HOLE right in the middle of the
           | racquet where the sweet spot was!
           | 
           | Spoiler: Those guys still often won
        
         | lbotos wrote:
         | lol -- Most CS:GO top level players are playing on 240hz, and
         | getting close to 500+ fps.
         | 
         | Also, higher refresh will give skilled players an advantage,
         | but it's def not pay to win.
        
           | bullen wrote:
           | CS:GO is a game with a tiny map just like Valorant.
        
         | formerly_proven wrote:
         | Lots of multiplayer games intentionally implement low-vis, low-
         | contrast environments (mud-colored players in mud-colored
         | environments) which is why things like Digital Vibrance and
         | "Black Enhancers" are so popular. Arguably the competitive
         | advantage of those, tuned to the game [1], exceeds everything
         | else once you've done the basics (120+ Hz, normal-acting
         | hardware).
         | 
         | [1] In a particular game I discovered that abusing the R/G/B
         | controls into giving you something that looks almost like one
         | of those colorblind simulations in normal conditions would give
         | you a _massive_ advantage to the point of most players calling
         | hacks.
        
       | hffftz wrote:
       | I usually get 10ms ping on CSGO.... they must have something
       | better? (I have 5ms right now with a Comcast cable link)... as
       | much as I hate having to call Comcast for any issues, when it
       | works, it is pretty good.)
        
         | ishitatsuyuki wrote:
         | Input lag has nothing to do with network ping.
         | 
         | Input lag is the time between you perform the action and the
         | computer shows that on screen. It depends on your frame rate,
         | refresh rate, and peripheral polling rate, as well as how good
         | the game schedules things (which is what LatencyFleX tries to
         | optimize).
         | 
         | Network ping on the other hand is often hidden away. Whether
         | you are on 2ms ping or 100ms ping, the bullet always goes where
         | you aim at: this is done through rollback netcode [1], which
         | rewinds the server state to the time the action has been
         | performed. I'm not saying that having low ping is pointless, it
         | has an effect on things like peeker's advantage, but the effect
         | of network ping is drastically different from the effect of
         | input lag.
         | 
         | [1]: https://ki.infil.net/w02-netcode.html
        
           | hffftz wrote:
           | How can you get input lag of 20ms? do you have to slow down
           | your code? I only implied it was network lag because it was
           | so high.
        
             | formerly_proven wrote:
             | Every subsystem goes "ah buffering for a few ms or a frame
             | doesn't hurt anybody" and in the end you have click-to-
             | photon latencies of 150+ ms.
             | 
             | This starts with incorrect debouncing in input devices
             | (which can cause 10+ ms delay on its own even in dedicated
             | "gaming" hardware!), slow/inefficent poll rates, wrong
             | input handling in games (many still seem to receive input
             | on the "main" thread ticking along at the frame rate, which
             | causes huge amounts of input lag at lower framerates and
             | also clamps inputs to frametimes, which causes significant
             | position errors), incorrect V-Sync implementation (like the
             | broken "triple buffering" in D3D9-11 games, this should be
             | a thing of the past nowadays), graphics drivers favoring
             | throughput over latency as they are almost exclusively
             | benchmarked on average fps (used to be that they could
             | buffer up to 9 frames, or ~150 ms) etc.
        
             | zamadatix wrote:
             | Input lag is the period between input and output, not just
             | the time to poll the input. E.g. on 250 Hz standard mice
             | just polling the mouse will average 2 ms input lag with 2
             | ms jitter and that's before you've even done anything with
             | the input. If you don't have a high refresh rate VRR gaming
             | display and don't want tearing the same repeats, e.g. 60hz
             | would be 8.3 +- 8.3. That's halfway to 20 and we haven't
             | even gotten to delays from the game code where you can
             | choose things like triple buffering for higher FPS at the
             | cost of another frame of latency. Input lag can also
             | include output to the monitor and delay from the monitor
             | depending how it's being measured.
             | 
             | In this case it's more about the rendering pipeline input
             | lag so the USB polling delay and the monitor output delay
             | aren't counted, the swapchain delay to prevent tearing or
             | trading latency/FPS are though and then you have to add in
             | your actual game still.
        
             | snarfy wrote:
             | There are a variety of factors that add up to many ms of
             | lag. USB and HDMI are a few that come to mind. USB is
             | incredibly complex when compared to e.g. ps/2. If you are
             | building an embedded board like rasberry pi and you want to
             | add ps/2, you just add a couple pins. If you want to add
             | usb, you buy an extra chip.
        
               | duped wrote:
               | Many CPUs have USB support. Pin count also doesn't
               | correlate to latency, what matters is the minimum buffer
               | size and transfer speed.
               | 
               | USB can beat PS/2 for latency without issue.
        
               | WithinReason wrote:
               | Isn't PS/2 interrupt based, while USB is based on
               | periodic polling?
        
               | duped wrote:
               | Polling is often lower latency than interrupts on modern
               | hardware, since it can run at much finer grains and has
               | so much less overhead to startup over an ISR.
        
               | wtallis wrote:
               | That's often true on a scale of microseconds, but USB
               | input devices are polled at intervals on millisecond
               | scale.
        
               | cma wrote:
               | Only in the slowest modes. It is possible to go faster
               | than the 1ms poll rate, though it is back to interrupts:
               | 
               | > Transaction latency
               | 
               | > For low speed (1.5 Mbit/s) and full speed (12 Mbit/s)
               | devices the shortest time for a transaction in one
               | direction is 1 ms.[6] High speed (480 Mbit/s) uses
               | transactions within each micro frame (125 us)[7] where
               | using 1-byte interrupt packet results in a minimal
               | response time of 940 ns. 4-byte interrupt packet results
               | in 984 ns.
               | 
               | https://www.wikipedia.org/wiki/USB_(Communications)
        
               | hffftz wrote:
               | > If you want to add usb, you buy an extra chip.
               | 
               | Do you know how many chips are in a cable modem/router
               | combo?
        
               | formerly_proven wrote:
               | 1 or 2, depends on the kind of modem. VDSL2+ modems might
               | have three, though one of those is the line driver which
               | is zero-delay for the purposes of a computer.
        
               | hffftz wrote:
               | I've seen many more chips last time I opened one....
        
               | jaywalk wrote:
               | Most of those chips have zero impact on latency, and many
               | aren't even involved in the actual packet flow.
        
               | ben-schaaf wrote:
               | Modems/routers don't use polling nor do they need
               | debouncing. The default USB polling rate is 125Hz, which
               | is already 8ms of latency. Debouncing depends on the
               | switch and is generally a couple milliseconds as well.
        
           | pugworthy wrote:
           | > Whether you are on 2ms ping or 100ms ping, the bullet
           | always goes where you aim at
           | 
           | However what you are aiming at may not actually be where you
           | see it. If it's another player or something critical to
           | multiplayer gameplay, then you are going to see what the
           | server has told you you're going to see at that location. And
           | latency means that will be delayed. So you may think you have
           | a clear hit on a target, but with latency the target may have
           | moved and you haven't gotten an update yet. Or by the time
           | your fire command gets to the server, the target has already
           | moved.
           | 
           | This can get pretty confusing especially if the game does
           | client side hit effects (like bullet impacts). You shoot, you
           | see immediate feedback of the bullet hitting, but due to
           | latency your target moved and you missed - so the feedback is
           | false. But if you don't do the client-side hit effect,
           | there's a strange subtle delay that feels wrong. Client tells
           | server they fired, server determines hit location, server
           | sends back "hit here" message, client draws hit effect.
           | 
           | Valve has a writeup at https://developer.valvesoftware.com/wi
           | ki/Source_Multiplayer_... which covers some of the issues
           | with network latency.
        
             | winrid wrote:
             | It doesn't matter if where the player actually is, is
             | somewhere else. As long as you aim at them and shoot before
             | they shoot you, even if they are no longer there, the
             | server will "rewind" and say you shot them, up to a certain
             | limit. This is covered in your link :)
        
           | titzer wrote:
           | Thanks for that link. Very interesting!
        
           | jokoon wrote:
           | Question: is that GGPO library useful for FPS games?
        
         | HelloNurse wrote:
         | This is about adapting algorithms that deal with congestion of
         | network packets to reduce congestion of a game loop (refreshing
         | as fast as possible, but no faster).
        
           | paulhodge wrote:
           | is it? I thought the article was about optimizing the
           | communication of CPU -> GPU.
           | 
           | It definitely uses a lot of network-theory language so it
           | reads like a foreign language to me (in a good way).
        
             | ddash1729 wrote:
        
       | willis936 wrote:
       | Impressive stuff. Especially cool to see it licensed with Apache.
       | I hope Godot integrates it.
        
         | moffkalast wrote:
         | I'm sure Godot will integrate it in version 4.1... when it
         | comes out in 10 years.
        
           | zamadatix wrote:
           | I'm all for poking fun but this just seems excessive as Godot
           | isn't even 10 years old.
        
       | beebeepka wrote:
       | I just want to say I am glad pro gaming took over. Back in the
       | day it was only Quake players advocating for 120 FPS (for various
       | reasons, including Q3 physics being somewhat broken), 125hz mice
       | and stuff like that. I am talking 20 years ago.
       | 
       | The number of lost souls parroting the old "human eye can only
       | see 30 fps" has gone down considerably over the years. The last
       | 10 years were fantastic in that regard, despite the whole RGB
       | craze.
       | 
       | Even CS servers have 100 Hz heartbeat these days. Of course, by
       | the time we get 1khz displays I'll be too old to enjoy it myself
       | but still likely to put a bittersweet smile on my face.
        
         | hetspookjee wrote:
         | I believe that nonsense was originally send in the world by the
         | movie industry to have an argument for not increasing the roll
         | sizes and weights to disproportionate sizes. Not to mention
         | that the earliest film rolls were also highly incendiary giving
         | even more incentive not to make them too big or store too many
        
           | Melatonic wrote:
           | You mean for higher FPS film?
           | 
           | Part of that however is also highly related to motion blur -
           | many big directors have done tests in theaters showing "HFR"
           | content (like 60fps) and audiences distinctly said they did
           | not like it on average. The D-Day scene from Saving Private
           | Ryan is a good example - it was not shown HFR but they
           | intentionally made the shutter speed faster to give it that
           | "staccato" and jerky and gritty sort of feel. While in
           | photography we use all kinds of shutters speeds for different
           | effects (think of things like using a super fast shutter
           | speed to freeze the propellers of a plane or using a very
           | long shutter speed in a landscape photo with a river so that
           | the river becomes a nice smooth blur) the movie industry
           | mostly abides by the rule of "180 degree shutter" meaning
           | that your shutter speed is 1 over 2x your fps (x=fps). So for
           | most cinema shot at 24fps the shutter speed is 1/48 of a
           | second.
           | 
           | The importance of this is that because you are not shooting
           | still frames and instead of shooting a series of frames to be
           | played back quickly this adds a motion blur effect that
           | smooths the transition between frames and creates a sort of
           | artistic look. There are technical limitations of this
           | blurring (medium fast pans across a scene are a great example
           | - the whole thing becomes too blurred and is hard to see).
           | Any scene with slower moving objects such as people adds a
           | sort of natural motion blur that many cinematographers
           | believe is an artistically ideal choice.
           | 
           | Now that being said you do not need to abide by the 180
           | degree shutter with modern cameras (like Saving Private Ryan)
           | and one can theoretically choose a variety of shutter speeds
           | for different scenes regardless of what FPS one is shooting
           | at. A fast pan could be shot at something like 1/120 and even
           | at 24FPS it will appear much sharper and easier to make out
           | individual objects (although perhaps not quite as smooth on
           | the panning motion). However you are theoretically limited on
           | the low end to a shutter speed that is approximately equal to
           | your frame rate (or your shutter would be open LONGER than
           | the frame itself and defeat the purpose of shooting "frames"
           | in the first place). So theoretically we could move to 48 FPS
           | content and still shoot at 1/48 and have the same amount of
           | motion blur PER FRAME but also double the amount of frames
           | which would be a large improvement from a technical sense. I
           | haven't seen any films shot this way but I have experimented
           | quite a bit with my own camera shooting at these kinds of
           | speeds and it works quite well. You can also shoot at 24FPS
           | and drag the shutter to 1/24 to get a full stop (double the
           | amount of light) vs normal 24FPS footage if you are shooting
           | in a very dark environment that is already pushing the limits
           | of your cameras sensor. This of course introduces even more
           | motion blur but depending on the scene it may not be very
           | noticeable or even introduce interesting artistic looks.
           | 
           | TLDR: I think we should move to 48 FPS and shoot most content
           | at a variety of shutter speeds, the most common being the
           | already standard 1/48s shutter, and either increase or
           | decrease that within reason depending on the nature of the
           | scene and the desired artistic outcome.
        
         | hlbjhblbljib wrote:
         | Human eyes can only see 30 fps, 15 per eye, so you only need
         | two monitors with 15Hz each
        
         | Melatonic wrote:
         | I think people were saying 60fps was the limit but still I
         | agree
         | 
         | That being said in the quake days I dont think monitors could
         | go over 60hz anyways so even at 120FPS you were not gaining a
         | similar advantage from what we have today. From what I remember
         | however there were other advantages to high FPS in games like
         | Counterstrike as well in terms of player movement - the monitor
         | might have "smoothed" the motion back down to 60 fps but it
         | still resulted in a more accurate experience.
         | 
         | I forget how refresh rate worked on CRT's though - maybe those
         | could higher than 60?
         | 
         | And of course you can overclock an LCD monitor quite easily -
         | most will not do much but there are some that I got to 90hz
         | which (in my opinion) is a massive improvement compared to 60
         | and the 30hz difference is a much, much larger jump than the
         | next jump from 90 to 120hz.
        
           | pvg wrote:
           | 'quake days' were CRT days and typical computer CRTs were
           | over 60 Hz. 75 Hz minimum used to be a health
           | recommendation/standard for computer displays.
        
           | badsectoracula wrote:
           | > I forget how refresh rate worked on CRT's though - maybe
           | those could higher than 60?
           | 
           | Yes, even the standard VGA 13h mode (320x200x8) is 70Hz and
           | many CRTs could do 85Hz. By Quake 3's time CRTs that could do
           | 120Hz and above were very common. Personally i have such a
           | CRT as well as another that can do 160Hz.
           | 
           | Also FWIW the refresh rate is only part of the story - CRTs
           | have practically instant "response time" so 120Hz on a CRT vs
           | 120Hz on a LCD feels _very_ different (in favor of the CRT).
           | Supposedly OLED could be made to be close but personally i
           | haven 't seen such a case (and people who have both OLED and
           | CRTs still say that CRTs are better there). I have a 165Hz
           | LCD and doesn't hold a candle to the CRTs i have around in
           | terms of motion feel.
           | 
           | Nowadays you can find small-ish CRTs for dirt cheap on
           | Facebook Marketplace, etc (some even give them for free) - i
           | recommend trying to find one that can do 120Hz if for no
           | other reason than to experience the liquid butter smoothness
           | of FPS motion (and join us in the lamenting its loss in
           | modern monitor tech :-P). Also kinda amusing that when those
           | were new chances are the PCs they were used with couldn't do
           | high framerates (and low framerates do not feel as bad on a
           | CRT as on an LCD, but i'm not sure if it is related).
        
           | snovv_crash wrote:
           | My dad had a big old 19" Nokia CRT that did 90Hz. Of course
           | resolution was capped because this was all being controlled
           | from VGA.
        
             | Melatonic wrote:
             | Interesting - I had a nice high end 21" CRT at one point I
             | got for free when some tech company went under and told the
             | building maintenance to just trash all of the brand new
             | equipment. Luckily my uncle was that maintenance guy and I
             | got free pick of whatever parts I wanted before it went to
             | the landfill.
             | 
             | I do remember being VERY good at the original counterstrike
             | (pre v1.5) comparatively - I know CRT's have very low input
             | lag - I wonder if I was playing at higher fps / hz and
             | didnt even realize it!
             | 
             | From what I remember VGA could actually do some decent
             | resolutions (SVGA and whatnot were more limited) and DVI
             | was starting to rear its head around that time as well. I
             | vaguely using a resolution like 1900 x 1200 which is about
             | what a modern 1080P HD is doing (slightly higher in fact)
             | 
             | Now this is making me wonder how my plasma TV actually
             | compares - from what I remember plasmas do not have a
             | "hertz" so to say but also werent really coveted for gaming
             | (although burn in may to be to blame for that). Input lag
             | on it seems decent but I would guess might be its big
             | limitation. Surprisingly it does do 10 bit video and while
             | it wont accept an HDR signal I suspect the display itself
             | is capable of showing more dynamic range than many of the
             | cheaper "HDR" LCD's
        
         | eertami wrote:
         | There's definitely diminishing returns the higher we go with
         | refresh rates. 60hz to 240hz for example is like playing a
         | completely different game. But going from 240hz to 360hz, even
         | in CSGO it's a lot harder to notice a difference.
         | 
         | Personally I believe the newly announced 300hz 27" 1440p
         | monitors[0] are going to be the perfect sweet spot for the
         | foreseeable future. I imagine it will be a long time before
         | technology emerges that is a noticeable improvement to this.
         | 
         | [0]: https://www.nvidia.com/en-us/geforce/news/new-g-sync-
         | monitor...
        
           | Melatonic wrote:
           | I am not convinced we need to go nearly that high - 300hz
           | puts a crapload more stress on your system performance wise
           | for not much gain. 90hz is in my opinion already such a
           | massive improvement over 60 that I do not see mind blowing
           | results even going to 120 or 144. And many pro gamers were
           | using 120hz monitors over 144hz at one point.
           | 
           | Realistically I think the two sweet spots are 120hz and 240hz
           | - not necessarily because they are the best of the best but
           | because they are each divisible by both 24 and 30 (the most
           | common FPS of films and television) AND they offer two tiers
           | of increased performance for different hardware requirements.
           | You can run a much more taxing game at 120 and then if you
           | want to spend the big bucks on the latest hardware move up to
           | 240.
           | 
           | As for resolution I completely agree with you - 1440P is
           | really a sweet spot for 27" monitors. If display / DPI
           | scaling improves across multiple OS then I think eventually
           | we will likely have 4K become the norm for 27" sized monitors
           | and it will show some improvement but again be diminishing
           | returns like the difference between 120-240. That being said
           | as more film content moves to 4k I think we will also start
           | to see 1440P become less popular as people will want to view
           | content in something that doesnt scale.
           | 
           | All of this however is nothing compared to the improvement
           | that a true HDR display brings - a high end monitor that can
           | show a large increase in dynamic range is such a game changer
           | and I do not think most people realize it yet - it brings us
           | so much closer to how the human eye really sees that I really
           | think it is equivalent to the difference of going from
           | laserdisc resolution to something 4k. And on top of that now
           | that cameras are also shooting in such massive dynamic ranges
           | it is going to make older content just look plain in
           | comparison.
        
           | terafo wrote:
           | There are definitely diminishing returns with increase of
           | refresh rates. But nonetheless your comparison is unfair,
           | since you are comparing quadrupling of refresh rate with a
           | mere 50% increase, which is similar to comparing 60 to 90,
           | not 60 to 240. And with advent of VR demand for refresh rate
           | increase of display panels will only grow, since it's much
           | more noticeable while using headset.
        
             | Melatonic wrote:
             | Not sure I understand exactly what you are saying
             | 
             | As for VR I think that's an excellent illustration of my
             | point - we know that many people don't do well at 60FPS per
             | eye in VR due to motion sickness. Move up to 90FPS per eye
             | though and there is a massive improvement that I have seen
             | first hand others. By the time you get to 120FPS the
             | experience feels pretty damn smooth and while I would of
             | course like to see more frames I am not convinced going a
             | ton beyond 120 is really worth it performance wise
             | considering you have to render that twice and the extra
             | compute could be instead spent on the new shiny like ray
             | tracing.
             | 
             | Luckily when I was working at a VR startup I was one of the
             | few people that never seemed to get motion sickness so I
             | became the test dummy for everyone's work - they would
             | throw me in something they hadn't optimized at all yet that
             | was only getting 40fps on a system with dual Xeons and quad
             | Nvidia top of the line workstations cards and while it felt
             | a little weird it for some reason never bothered me :-D
        
             | VRay wrote:
             | It doesn't make any sense to invest much in displays over
             | ~90hz vs just working on adaptive refresh rates
             | 
             | Your eyes really do work at a pretty low speed. At some
             | point it makes more sense to just track the eyeballs and
             | put updated scenery in front of them at the exact instant
             | the game engine produces it, rather than try to run at some
             | insanely high speed generating frames that aren't actually
             | having any effect on the player's brain
             | 
             | 90, 144, 240hz, etc all look better than 60hz because
             | there's less random lag between when the game generates a
             | frame and when it appears on the screen. You can't see an
             | 8ms delay, but you CAN see a variable 0-10ms delay that's
             | happening as the game engine and computer monitor drift in
             | and out of sync again and again.
        
       | MaxikCZ wrote:
        
       | netcode_fan wrote:
       | Great read. I have one nit-pick recommendation for clarity: the
       | article makes no mention of "input latency" anywhere. Saying just
       | "latency" is very confusing since the term applies to many areas
       | of a game, and in most cases will typically be attributed to
       | network latency in multiplayer games.
        
         | kupopuffs wrote:
         | username checks out. tell me, are you a fan of Rollback
         | Netcode(tm)?
        
         | [deleted]
        
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