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Input lag [ edit ] Video games, which use a wide variety of rendering engines, tend to benefit visually from vertical synchronization since a rendering engine is normally expected to build each frame in real-time, based on whatever the engine's variables specify at the moment a frame is requested.
Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action.. In video games the term is often used to describe any latency between input and the game engine, monitor, or any other part of the signal chain reacting to that input, though all contributions of input lag are cumulative.
Vsync mitigates this, but it caps the frame rate to the display's refresh rate, increases input lag, and introduces judder. Variable refresh rate displays automatically set their refresh rate equal to the game's frame rate, as long as it is within the display's supported range.
Given a lag-less display, a human has a certain probability to land his/her input within a window of frames. As video games operate on discrete frames, missing the last frame of the window even by 0.1 ms causes an input to be interpreted a full frame later.
Vertical synchronization or Vsync can refer to: Analog television#Vertical synchronization, a process in which a pulse signal separates analog video fields; Screen tearing#Vertical synchronization, a process in which digital graphics rendering syncs to match up with a display's refresh rate; Vsync (library), a software library written in C# for ...
This need to communicate causes a delay between the clients and the server, and is the fundamental cause behind lag. While there may be numerous underlying reasons for why a player experiences lag, most common reasons are poor connection between the client and server, or insufficient processing in either the client or the server.
Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games.
Since one of the back buffers is always complete, the graphics card never has to wait for the software to complete. Consequently, the software and the graphics card are completely independent and can run at their own pace. Finally, the displayed image was started without waiting for synchronization and thus with minimum lag. [1]