Polling rate have nothing to do with any controllers.
It should also have nothing to do with any on screen lag.
My question, how do you know you are getting one frame of lag?
It is impossible to tell with the human eye. Don’t tell me you know because you can feel it ether.
I can’t feel it but I’m wondering if the board has the same problem and that’s why they updated the hardware version to fix this issue on xbox 360, I’m just curious to know if this issue also affects PC using Xbox 360 (XInput) mode.
The Polling rate is how many times a second a device is “listening” for input.
And polling only really a factor devices like computer mouses and keyboards that sends out a status update.
It does not apply to game pads or arcade sticks at all.
On a PC if you are getting frame drops, the issue is with your video card (maybe your CPU or Ram) but not any game controllers, keyboards or mice.
One frame drops on a console is to keep video in sync.
Anyone who tells you your polling rate too low does not know what they are talking about.
The Polling rate is how many times a second a device is “listening” for input.
And polling only really a factor devices like computer mouses.
It for our purposes polling rates do not apply to game pads or arcade sticks at all.
You are not inputting fast enough into a game controller for Polling to matter.
I believe they do, though arguably in a minimal way… Whether the input frame sent by the controller PCB takes 1, 2 or 8 milliseconds to be collected for processing does constitute a subject, just possibly not a very significant one, as there are bigger potential issues out there to worry about. Ideally your input would always be available to the game right at the start of the next frame instead of the following one (as the USB polling and the GPU aren’t synchronized, something like this can’t be enforced), or at least at the earliest possible frame.
Good question, I’m curious too. I would use PS3 mode on the PC to be on the safe side, though proper Xbox360 controller support is certainly desirable, given all the specific support in games.
The issue goes even farther than one-frame input lag, apparently:
The table below represents combinations of Hz values and their corresponding delay time:
Hz - ms
1000 - 1
500 - 2
250 - 4
125 - 8
100 - 10
Increasing the polling interval will improve precision at the tradeoff of using more CPU resources, therefore care should be taken when adjusting this value.
Source - https://wiki.archlinux.org/index.php/Mouse_polling_rate
The latency of the human brain somewhere between 60-200ms
Here is a interesting article for human response time as it applies to video games
It gives SOME credit to the whole latency argument but it disagree with most frame rate counters who want sub 1 frame input lag.
Just to flesh this out a bit more, poll rate is the rate at which the USB Host (“master”) requests fresh data from the USB Device (controller or whatever). The USB Device actually informs the Host what it’s desired poll rate is (10ms or whatever). The Host may or may not respect this desired poll rate, but if it were to poll faster than the desired rate, there is no guarantee that the Device will be able to keep up with said rate (it would simply report old data when “over-polled”).
-ud
On the scale of typical USB polling rates and game frame rates, timing precision is an issue:
Let’s suppose that you’re playing a game that samples input at 60 Hz, and the USB polling is running at 125 Hz. Now, the 16 2/3 ms isn’t evenly divisible by 8ms, so while most frames the input from two polling windows, about five times per second, a frame will get three polling windows. This shifting means that if you want to hit button A on frame 1, and button B on frame 18 reliably, you have to hit 8 2/3 ms window instead of the 16 2/3 ms window that you’d naively expect to have.
Upgrading the polling rate to 1000 Hz makes the worst case ‘reliable window’ 15 2/3 ms - significantly bigger.