URI:
       [HN Gopher] Inputlag.science - Repository of knowledge about inp...
       ___________________________________________________________________
        
       Inputlag.science - Repository of knowledge about input lag in
       gaming
        
       Author : akyuu
       Score  : 95 points
       Date   : 2026-02-21 19:41 UTC (16 hours ago)
        
  HTML web link (inputlag.science)
  TEXT w3m dump (inputlag.science)
        
       | wa008 wrote:
       | Input lag is one of those things you feel before you can explain
       | it. Good to finally have a resource that breaks down the full
       | chain -- controller, engine, display -- instead of just blaming
       | the monitor like everyone does
       | 
       | The engine section is the part most developers seem to ignore. A
       | locked 60fps doesn't mean 16ms latency, and that gap make me
       | surprise
        
         | tadfisher wrote:
         | I used to get into arguments all the time about how triple-
         | buffering reduces latency, and I think it's because we lacked
         | resources like this; people assume it adds the additional back
         | buffer to a queue, when the traditional implementation "renders
         | ahead" and swaps the most recently-completed back buffer. It's
         | a subtle difference but significantly reduces the worst-case
         | latency vs. a simple queue.
         | 
         | I think most people get their information from help blurbs in
         | settings menus for PC games, which are often hilariously vague
         | or incorrect.
        
           | xeonmc wrote:
           | 1. It doesn't help that on Windows' "Triple buffering"
           | options actually means FIFO forced three-frame buffering. So
           | people had prestablished PTSD from those dreadfully laggy
           | smoothing.
           | 
           | 2. Triple buffering does not reduce latency compared to
           | unsynced tearing. It's a spatial vs temporal tradeoff between
           | whether to let frequency mismatches manifest as tearing or
           | jitter. For passive consumption of motion, losing temporal
           | consistency in exchange for spatial cohesion is the better
           | tradeoff and so triple buffering is appropriate. For active
           | controls of motion and its feedback, temporal consistency is
           | absolutely critical whereas spatial cohesion while in motion
           | is far, far less important, so triple buffering is
           | unacceptable in this use case.
        
           | amabito wrote:
           | Vulkan's presentation API makes this distinction explicit:
           | VK_PRESENT_MODE_MAILBOX_KHR is the "replace if already
           | queued" mode that actually reduces latency, while
           | VK_PRESENT_MODE_FIFO_KHR is the pipeline-queue variant that
           | adds frames ahead of time. OpenGL never standardized the
           | difference,       so "triple buffering" meant whatever the
           | driver implemented -- usually vendor-specific extension
           | behavior that varied between hardware. The naming confusion
           | outlived OpenGL's dominance because the concepts got
           | established before any cross-platform API gave them precise
           | semantics.
        
           | PowerElectronix wrote:
           | It does increase input lag in the ssme manner Vsync does,
           | there is a wait time before the information is sent to the
           | screen to avoid tearing.
           | 
           | If you wanna minimize latency, you'd want always the most
           | recent information available, which vsyc or buffering does
           | not provide. You trade that for tearing with those schemes.
        
       | hoten wrote:
       | One area of focus missing here is game streaming / remote play
       | (Steam Link, Moonlight, etc. over a local network).
       | 
       | I've come to accept input lag, but mostly play games where it
       | doesn't matter (simple platformers, turn-based games, etc). I
       | know steam link from my home desktop to my ~5 year smart TV is
       | adding latency to my inputs - though I can't tell if it's from my
       | router, desktop, or TV - but I've come to accept it for the
       | convenience of playing on the couch (usually with someone
       | watching next to me).
       | 
       | I know some blame is on the TV, as often if I just hard-reset the
       | worst of the lag spikes go away (clearly some background task is
       | hogging CPU). And sometimes the sound system glitches and repeats
       | the same tone until I reset that. Still worth putting up with for
       | the couch.
        
         | iknowstuff wrote:
         | Build an sffpc, have it by the tv :)
        
       | iknowstuff wrote:
       | quite a few syntactical errors on this website. I'd suggest
       | running it through an LLM and telling it to fix the mistakes
       | without altering anything else!
        
         | NonHyloMorph wrote:
         | Good to know it's human written
        
           | faeyanpiraat wrote:
           | If this were a reliable indicator, then it would no longer be
           | one.
        
       | nickjj wrote:
       | I wish they included the window compositor as something that can
       | introduce latency because I'd like to learn more about it.
       | 
       | When I switched from Windows to Linux on the same hardware I
       | noticed a lot of keyboard input latency when playing games, at
       | least 150ms. This only happens to me with niri, KDE Plasma
       | (Wayland) feels identical to Windows. So did Hyprland. I'm able
       | to reproduce it on multiple systems when I have a 4k display
       | running at 1:1 native scaling. On AMD cards, turning off v-sync
       | helped reduce it but it didn't remove it. With an NVIDIA card,
       | turning off v-sync made no difference. I believe it's semi-
       | related to that 4k display because when I unplug that display and
       | use my 2560x1440 monitor, it's much less noticeable despite
       | getting a solid 60 FPS with both monitors. All that to say,
       | there's certainly a lot more than your input device, GPU and
       | display playing a role.
       | 
       | If anyone played Quake on a dial-up connection with client side
       | prediction turned off, that is the exact same feeling. It's
       | pressing a key and then seeing the screen update X ms afterwards.
        
         | zaptheimpaler wrote:
         | Windows solution to this is exclusive fullscreen, which
         | bypasses the compositor.
         | 
         | You can try Gamescope [1] from Valve, that's what Steam Deck
         | uses - i think its a compositor designed to minimize latency
         | but support the few things games need. Some compositors like
         | KDE Plasma KWin support a direct scanout mode which is the same
         | idea as windows' exclusive fullscreen. You might need to look
         | for support for something similar in niri.
         | 
         | [1] https://wiki.archlinux.org/title/Gamescope
        
           | nickjj wrote:
           | Thanks, I have tried gamescope but it kills the performance
           | of games for me. All games have a lot of stuttering when I
           | use it. It also didn't reduce the input latency. Same
           | hardware is liquid smooth on Windows.
           | 
           | As far as I know niri enables direct scanout by default. It's
           | an option you can disable if you want https://niri-
           | wm.github.io/niri/Configuration%3A-Debug-Option.... I do not
           | have this set which indicates direct scanout is enabled.
           | 
           | It's interesting because the latency is only when pressing
           | keys on the keyboard. Mouse movement and button press latency
           | feels as good as Windows, I can't perceive any delay. I tried
           | 3 keyboards, it's all the same. I'm also not running anything
           | like keyd or anything that intercepts keys. It's a vanilla
           | Arch Linux system on both of the systems I tested.
        
           | modeless wrote:
           | You don't need exclusive fullscreen on Windows to bypass the
           | compositor. Fullscreen borderless windows also bypass the
           | compositor. And in newer Windows versions the compositor can
           | be bypassed even in regular windows using hardware overlays.
           | 
           | Windows's desktop compositor DWM is actually very advanced,
           | and I don't believe any Linux desktop compositor is anywhere
           | close. It's one of the things I miss when leaving Windows.
        
       | bluescrn wrote:
       | 'Input lag' should really be called 'Output lag', as most of it
       | usually comes from the display device and/or graphics pipeline,
       | not input devices
        
       | Animats wrote:
       | Somebody should measure keyboard/mouse lag for various web
       | site/browser/operating system combinations. That would be useful.
       | There's probably a startup in doing that as a metric.
       | 
       | This would be easier to do now that LLMs can learn to navigate
       | web sites. Less custom code.
       | 
       | Also useful - measure it for point of sale systems.
        
       | faeyanpiraat wrote:
       | Yeah, being in fps gaming for quite when I was younger made me
       | quite picky about my peripherals, it's astonishing for me how
       | much crappy stuff average people tolerate.
        
       | fainpul wrote:
       | I sometimes use an old laptop with Fedora, with full disk
       | encryption. When booting up, there is a text input box for the
       | password to unlock the disk. When I hit enter, the screen content
       | "immediately" changes (continues booting). It often feels like I
       | hit enter before I typed the last letter of my password, but then
       | I see that it apparently worked. The latency of that input box is
       | just so much lower than usual, that it confuses me.
        
         | wps wrote:
         | I've noticed that too. I have kind of a wonky password that's
         | hard to input correctly due to having to hold shift for 2
         | characters in a row that are in the middle of the password.
         | I'll enter a password and completely think that it was wrong
         | just to be let in. It often feels like I clip the last letter
         | wrong too and I just get let in. Fun.
        
       | wps wrote:
       | I remember one time I was playing Fortnite 1v1s with a friend and
       | just kept losing. Something felt severely off, my game inputs
       | felt terrible. I couldn't quite trace my finger on what the issue
       | was until I lost a couple rounds in a row. Turns out I had forgot
       | to set my refresh rate to 160hz, as I had just fresh installed
       | Windows so I could play with my friend. After that I genuinely
       | won dang near every round. It is absolutely insane how when you
       | switch from 60hz to 120+ you don't really notice anything--but
       | switching back makes you feel like your device is defective.
        
         | magicalhippo wrote:
         | Back when I got the first 120Hz monitor I used my old 60Hz LCD
         | as a secondary monitor. Moving the mouse cursor across felt
         | like it went from free and fluent to moving through molasses.
         | 
         | As you say, I hadn't noticed anything when I just had the 60Hz
         | monitor.
        
           | wps wrote:
           | Likewise with the resolution. I briefly maintained a dual
           | monitor setup, one was a vertical 1080p 27 inch monitor and
           | the other was 4k. The pixel density of the 1080p monitor was
           | genuinely Paleolithic in comparison, so I couldn't even use
           | it because of how obviously I could tell. But when it was my
           | primary monitor it never occurred to me.
        
         | KronisLV wrote:
         | It always seemed a bit weird to me because both the game FPS
         | and the monitor refresh rate matters - currently I only have 60
         | Hz monitors (4x1080p ones, a work setup mostly, some gaming)
         | and when playing War Thunder there's a perceptible difference
         | between the game being capped to 60 FPS (with RTSS or just
         | running with VSync on), vs allowing it to run at 120 FPS or
         | more. The monitor doesn't even support VRR.
        
           | PowerElectronix wrote:
           | Even if your monitor is going at 60Hz, you still benefit from
           | a higher refresh rate ingame as the info you get from the
           | screen is more recent.
        
         | gcarvalho wrote:
         | I was never very good on FPS games, but during pandemics I
         | would play often with friends.
         | 
         | One day I pop up a practice map in cs:go where one of the
         | challenges is shooting a fixed target after it turns green. If
         | you don't do it within 250ms or something (nothing crazy in
         | terms of human reaction time), then you don't score.
         | 
         | I was flabbergasted to see myself miss every single time. My
         | friend even told me "dude, are you pretending? How are you so
         | slow?"
         | 
         | So the next day I got a new mouse and what do you know, I'm
         | actually responding in time, and scored most of the time when
         | the rectangle went green. Just the mouse was not registering it
         | fast enough.
         | 
         | Of course, that didn't translate into such a huge boost in
         | actual gameplay, but it's impressive how that made me
         | consistently miss. Likely it had some crazy 50ms+ lag.
        
       | wps wrote:
       | I once heard a rumor going around the cs:go world that Linux had
       | lower input latency by default than windows, which made it easier
       | to bunny hop. Is there even a semblance of truth to this?
        
       | raphman wrote:
       | FWIW, there's also happened quite a lot of research on latency in
       | academia - which that page seems to completely ignore.
       | 
       | My group has been looking into that topic, too1. One of our most
       | interesting findings (IMHO) was that for many USB devices, input
       | latency does not follow a normal distribution but that each
       | device has its own distribution of latencies for input events,
       | including funny gaps2.
       | 
       | However, with gaming hardware supporting 1000+ Hz polling, the
       | effect of input latency should be negligible nowadays.
       | 
       | 1) https://hci.ur.de/projects/latency
       | 
       | 2) https://epub.uni-
       | regensburg.de/40182/1/On_the_Latency_of_USB...
        
         | magicalhippo wrote:
         | > quite a lot of research on latency in academia
         | 
         | I recall reading about a study years ago that showed while
         | response times are limited to around 150ms between stimulus and
         | say moving a finger, the participants could consistently time
         | movements with an accuracy of less than 10 ms or so (I forgot
         | the exact number).
         | 
         | Which I assume explains why consistent input lag is much better
         | than variable input lag.
        
       | mock-possum wrote:
       | As a musician, it's amazingly noticeable if there's even a 10ms
       | delay between hitting the key and hearing the sound, or seeing
       | the note displayed on the screen - once I really got into digital
       | music production and recording, it really helped to set
       | reasonable expectations for lag in gaming, between peripherals
       | and response rate in displays and audio lag in headphones. I
       | still (somewhat more superstitiously at this point) default to
       | wired devices to this day, mostly out of concern for lag.
        
       | nneonneo wrote:
       | The website notes that you can measure lag with an "expensive"
       | high-speed camera setup.
       | 
       | My favorite trick, which I've used frequently (including in
       | scientific publications on lag!) is to use the slo-mo cam on a
       | smartphone. Phones will usually do anywhere from 120-240Hz. Set
       | up the camera so it can see both your input (e.g. a side view of
       | you pushing a button) and the display, record a video, and then
       | pull it into a media player that supports frame-by-frame
       | playback. You can then measure the number of frames elapsed from
       | you pushing the button (pressing it down far enough to
       | electrically activate it) and the corresponding reaction on
       | screen. This gives you a cheap and easy setup capable of
       | measuring latency down to ~4ms granularity, and doing a few
       | repeated measurements can give you a very accurate picture of
       | latency. Keep in mind that latency is a range (statistical
       | distribution), not a single number, so you need repeated
       | measurements to understand the shape of the distribution.
       | 
       | If you're developing a game, you can add a prominent frame
       | counter on screen to be captured on the video, and add the frame
       | counter to your log output. Then you can match up the video with
       | your game's events, after accounting for display latency.
        
         | entropy47 wrote:
         | I don't know how scientifically valid this is (I hope very) but
         | when a friend told me my USB hub / switcher would be
         | introducing a lot of input lag, I bought a USB to eth adaptor
         | and did a few thousand pings to the router, from direct to mobo
         | and then from via the switcher. Unsurprisingly, there was no
         | measurable latency (I had to use a 3P tool because Windows
         | wouldn't go lower than ms by default).
         | 
         | I am aware that admitting to using Windows in these hallowed
         | halls is a terrible sin, but the anecdote was too relevant to
         | pass up and that's an important detail for anybody looking to
         | repro.
        
       | graup wrote:
       | Ten years ago, I did some experiments building an "input lag
       | measurement device" for touch screen devices with an Arduino.
       | https://github.com/graup/feedback-delay-measurement The research
       | was related to QoE in cloud gaming. At that time, some Android
       | devices had insane lag (125 ms+), whereas Apple devices were
       | already consistently around 30ms. I assume this isn't a problem
       | anymore nowadays.
        
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       (page generated 2026-02-22 12:01 UTC)