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The monitor keeps displaying the currently received image until a new frame is presented to the video card's frame buffer then transmission of the new image starts immediately. This simple mechanism provides low monitor latency and a smooth, virtually stutter-free viewing experience, with reduced implementation complexity for the timing ...
Estimates varying from under 0.01 ms to as low as 1 μs. [15] [16] Frame rate (refresh rate) 60–85 fps typically, some CRTs can go even higher (200 fps at reduced resolution [17]); internally, display refreshed at input frame rate speed 60 fps typically, some gaming monitors can do up to 540 fps;
Display Stream Compression (DSC) is a VESA-developed video compression algorithm designed to enable increased display resolutions and frame rates over existing physical interfaces, and make devices smaller and lighter, with longer battery life. [1]
Display lag contributes to the overall latency in the interface chain of the user's inputs (mouse, keyboard, etc.) to the graphics card to the monitor. Depending on the monitor, display lag times between 10-68 ms have been measured. However, the effects of the delay on the user depend on each user's own sensitivity to it.
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.
For the cloud gaming experience to be acceptable, the round-trip lag of all elements of the cloud gaming system (the thin client, the Internet and/or LAN connection the game server, the game execution on the game server, the video and audio compression and decompression, and the display of the video on a display device) must be low enough that ...