I don’t necessarily care about 1.45 ms, but your response is remarkably off, as the primary problem with input lag lies with responsiveness, not reaction speed… ;(
0.15 of a second is still 150 ms.
In a 60 fps game where your moves are at the lowest 1 frame, you will never notice the difference between a controller that’s 1.45ms and one that’s 6-7ms.
The way I see it, let’s pretend you’re playing against someone else. Your opponent is playing on the gold standard (fastest stick available). You have two sticks you can play on.
If stick A is 1.45msec slower and stick B is 7msec slower. When you both attack at the same time (assuming the same startup, equal priority etc.), on stick A you’ll lose ~1/10 times, on Stick B 4-5/10 times. You will never win when you push the button at the same time.
If we think about the old stick that lagged almost a frame. Every single time in a scramble situation or footsie situation you push the same speed/priority button as your opponent at the same time, you will lose. This to me is why people care about input lag on joysticks.
I agree, but noticing the lag is secondary to being affected by it nonetheless, which in your example means having an ~8.7% (1.45 / 16.6667) versus a 36-42% probability of having your input miss the window for the next frame (since you can’t be sure at which point of the window the input will land, it’s a uniform probability, right?). I am certainly being nitpicky on this case, just to be clear.
Does not matter if both your inputs land in the same frame, if two inputs occur in the same frame they are treated as same-time inputs. The game engine does not care if one stick is 0.1ms faster or 16ms faster as long as both inputs land in the same frame. This frame is a single frame of animation at 60 FPS is 16.66 ms.
Also you have to factor in human response time of (minimum) 256ms on average.
Also your theory been debunked, people gone on record to win at Evo (every year) with terribly laggy sticks before beating out some of the faster PCBs.
I have a few questions about the stuff from the teyah site, so maybe off topic at this point sorry. These quotes are from the explanations part.
Yes, assuming the latency of a stick can be expressed with a fixed value.
Having a hard time wrapping my head around this; could this happening at all itself be evidence of more complicated factors being in play than simply stick X lagging more than stick Y? I have the image of the timeline with one stick lagging 6 frames or whatever behind the other in my head and it seems like this should never happen if that’s the way things are. Obviously disregarding crazy outlying values is usually cool statistically (I think?), as is switching player 1 and 2 halfway through the measurements to try to counteract this hypothesized effect, but I wonder if this happening at all suggests something more profound about the way PCBs work? I’m looking at the raw data for the GGXrd pad and it says about 6% (5/90) of the non-trade results were won by the “laggier” PCB; maybe there’s even better examples of this I don’t know.
If it’s due to both inputs happening close to the edge of the polling window and the game picking one, would this mean it might be better to think of the “subdivisions” of a frame as discrete (i.e. 2 inputs can be recognized by the Playstation as occurring exactly at the same time, on millisecond subdivision 15 of 16, and the Playstation selects the port it is biased in favor of, for example)? Could this be accounted for in this kind of testing?
Alternately, the easiest way for me to picture this happening is to consider input latency as being variable, like an “input distribution” on the timeline rather than a point, with the on-average slower stick’s input slipping a little past the faster stick’s input on the rare occasions that it wins. This would mean the values in the results might be more accurately expressed as a latency range (or an average latency range?) rather than an average latency. I think. What about that?
I also wonder if anyone has tested changing the buttons, like say Stick X’s square button vs Stick Y’s square button, then Stick X’s square button vs Stick Y’s L1 button, etc (or maybe even different buttons on identical sticks…)? Obviously all these measurements are just estimates anyway, but I think it’d be cool to see if some buttons lag more than others.
Obviously late to this conversation and I’m sorry if any of this was already brought up earlier.
I can’t believe i am just reading this now, i just ordered and TE2+ too. I never payed this much for an arcade stick because i know its a ripoff, but as soon as i found out how laggy my stick was from HORI(14MS), i just bought the TE2+ lol. I would’ve just bought the brooks universal PCB instead!
It just occurred to me the term “game response time” (or something similar) should be emphasized in these discussions. Input lag is primarily about how long it takes for the game to respond, not the player.
Great, my TE2+ just came in and it worked fine, couple hours later I come back to play and guess what? Some of the buttons stopped working. I checked all the connections and they look just fine. U gotta be kidding me…