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Display lag

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on the laptop's screen and the HDTV simultaneously and recording both screens with a separate video recorder. When the video of both screens is paused, the difference in time shown on both displays have been interpreted as an estimation for the display lag. Nevertheless, this is almost identical to the use of casual stopwatches on two monitors using a "clone view" monitor setup as it does not care about the missing synchronisation between the composite video signal and the display of the laptop's screen or the display lag of that screen or the detail that the vertical screen refresh of the two monitors is still asynchronous and not linked to each other. Even if V-sync is activated in the driver of the graphics card the video signals of the analog and the digital output will not be synchronized. Therefore, it is impossible to use a single stop watch for display lag measurements, nevertheless if it is created by a timecode or a simple stopwatch application, as it will always cause an error of up to
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missing the last frame of the window even by 0.1 ms causes an input to be interpreted a full frame later. Because of this, any amount of lag will affect a human's ability to hit a particular timing window. The severity of this impact is a function of the position and variance of a human's response to a visual cue, the amount of lag introduced, and the size of the timing window. For example, given a very large window of 30 frames, a human would likely have a 99.99% chance of hitting this window. By introducing one frame of lag, the human's ability to hit the 30 frame window would likely remain in the 99.99% range (assuming the human is responding somewhere near the middle of the window). Given a smaller window of say 2 frames, however, the effect of lag becomes much more significant. Assuming the human's response is centered on the 2 frame window and the super-human has a 99.99% chance to hit the window, introducing a full frame of lag causes the success rate to drop all the way to about 50%.
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By assuming a Gaussian human response time to a particular in-game event, it becomes possible to discuss the effect of lag in terms of probabilities. 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,
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of the display is usually listed in the monitor's specifications, no manufacturers advertise the display lag of their displays, likely because the trend has been to increase display lag as manufacturers find more ways to process input at the display level before it is shown. Possible culprits are the
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Several approaches to measure display lag have been restarted in slightly changed ways but still reintroduced old problems, that have already been solved by the former mentioned SMTT. One such method involves connecting a laptop to an HDTV through a composite connection and run a timecode that shows
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revealed that these assumptions have been wrong. Averaging measurements as described above lead to comparable results because they include the same amount of systematic errors. As seen on different monitor reviews the so determined values for the display lag for the very same monitor model differ by
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the image and make it seem to be clearer or more detailed than it actually is. This is done by storing several interlaced frames and then applying algorithms to determine areas of motion and stillness, and to either merge interlaced frames for smoothing or extrapolate where pixels are in motion, the
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To minimize the effects of asynchronous display outputs (the points of time an image is transferred to each monitor is different or the actual used frequency for each monitor is different) a highly specialized software application called SMTT or a very complex and expensive test environment has to
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In the past it was seen as common knowledge that the results of this test were exact as they seemed to be easily reproducible, even when the displays were plugged into different ports and different cards, which suggested that the effect is attributable to the display and not the computer system. An
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TV viewers can be affected as well. If a home theater receiver with external speakers is used, then the display lag causes the audio to be heard earlier than the picture is seen. "Early" audio is more jarring than "late" audio. Many home-theater receivers have a manual audio-delay adjustment which
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of the displays running the stopwatch software, then subtracting the two times on the displays in the photograph. This method only measures the difference in display lag between two displays and cannot determine the absolute display lag of a single display. CRTs are preferable to use as a control
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For modern digital signals, significant computer processing power and memory storage is needed to prepare an input signal for display. For either over-the-air or cable TV, the same analog demodulation techniques are used, but after that, then the signal is converted to digital data, which must be
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and other consumer-display devices now offer what is often called a "game mode" in which the extensive preprocessing responsible for additional lag is specifically sacrificed to decrease, but not eliminate, latency. While typically intended for videogame consoles, this feature is also useful for
430:, which are built into most modern monitors. As an example, a display that has a native resolution of 1600x1200 being provided a signal of 640x480 must scale width and height by 2.5x to display the image provided by the computer on the native pixels. In order to do this, while producing as few 450:
Many LCDs also use a technology called "overdrive" which buffers several frames ahead and processes the image to reduce blurring and streaks left by ghosting. The effect is that everything is displayed on the screen several frames after it was transmitted by the video source.
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for the same reason. Connection through VGA cable or component should eliminate perceivable input lag on many TVs even if they already have a game mode. Advanced post-processing is non existent on analog connection and the signal traverses without delay.
426:. That is, they have a fixed grid of pixels on the screen that show the image sharpest when running at the native resolution (so nothing has to be scaled full-size which blurs the image). In order to display non-native resolutions, such displays must use 543:, also require exact timing; display lag will create a noticeable offset between the music and the on-screen prompts. Notably, many games of this type include an option that attempts to calibrate for display lag. Arguably, fighting games such as 572:'s speaker, etc.), then the display lag will cause this feedback to not accurately match up with the visuals on-screen, possibly causing extra disorientation (e.g. feeling the controller rumble a split second before a crash into a wall). 389:
De-interlacing imposes a delay that can be no shorter than the number of frames being stored for reference, plus an additional variable period for calculating the resulting extrapolated frame buffer; delays of 16-32ms are common.
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mode. External devices have also been shown to reduce overall latency by providing faster image-space resizing algorithms than those present in the LCD screen. In practice this would stack the internal and external latencies.
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Display lag can be measured using a test device such as the Video Signal Input Lag Tester. Despite its name, the device cannot independently measure input lag. It can only measure input lag and response time together.
343:(CRT) technology, display lag is nearly zero, due to the nature of the technology, which does not have the ability to store image data before display. The picture signal is minimally processed internally, simply for 331:, which is the amount of time it takes for a pixel to change from one brightness value to another. Currently the majority of manufacturers quote the pixel response time, but neglect to report display lag. 509:
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
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A television may have a picture mode that reduces display lag for computers. Some Samsung and LG televisions automatically reduce lag for a specific input port if the user renames the port to "PC".
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display modes, the signal processing stops here, and the frame buffer is immediately written to the display device. In its simplest form, this processing may take several microseconds to occur.
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display because their display lag is typically negligible. However, video mirroring does not guarantee that the same image will be sent to each display at the same point in time.
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are the most-affected, since they may require move inputs within extremely tight event windows that sometimes only last 1 frame or 16.67 ms on the screen.
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Display lag is most noticeable in games (especially older video-game consoles), with different games affecting the perception of delay. For instance, in
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step that adds lag. Anecdotally, display lag is significantly less when displays operate in native resolutions for a given LCD screen and in a
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Lacking a measurement device, measurement can be performed using a test display (the display being measured), a control display (usually a
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software, and a high-speed camera pointed at the two displays running the stopwatch program. The lag time is measured by taking a
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SMTT - Highly optimized display lag test software to reduce the error margin that is usual for plain stopwatch applications
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value often do not give satisfactory experience when viewing fast-moving images (they often leave streaks or blur; called
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is sent to the display and when the display starts to show that signal. This lag time has been measured as high as
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have been measured. However, the effects of the delay on the user depend on each user's own sensitivity to it.
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other interactive applications. Similar options have long been available on home audio hardware and
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as possible, advanced signal processing is required, which can be a source of introduced latency.
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of delay for the signal to traverse the wiring inside the device from input to the screen.
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Please help update this article to reflect recent events or newly available information.
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Input Lag Testing - Article on TFT Central comparing different methods (14 Dec 2011)
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decompressed using the MPEG codec, and rendered into an image bitmap stored in a
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Article on PRAD.de - first scientific approach to determine display lag (German)
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Database with measurements from input lag for over 200 televisions (German)
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resulting calculated frame buffer is then written to the display device.
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If the game's controller produces additional feedback (rumble, the
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in depth analysis that has been released on the German website
303:(LCDs) like smartphones and computers and nearly all types of 595: 404: 760:"Untersuchung des Testverfahrens einer Input-Lag-Messung" 324: 527:, a slight input delay is not as critical compared to 653:"Face to Face cameras, printers, ... - DigitalVersus" 481: 862:
BeHardware tests 22inch TFT monitors for display lag
610: 422:LCD, plasma, and DLP displays, unlike CRTs, have a 202:. Unsourced material may be challenged and removed. 504: 531:, or to other games favoring quick reflexes like 381:, additional processing is frequently applied to 151:may be compromised due to out-of-date information 913: 855:LCDs images delayed compared to CRTs? Yes ! 327:display. Display lag is not to be confused with 791: 334: 576:can be set to compensate for display latency. 894:Video demonstrating display lag in Windows UI 415:techniques employed to reduce the effects of 323:or the equivalent of 3-4 frames on a 60  27:Phenomenon associated with some types of LCDs 847:FlatpanelsHD.com - Display lag test software 697:"The Dark Side of Overdrive | bit-tech.net" 64:Learn how and when to remove these messages 774:"Melee It on Me | Ugh, This TV Lags!" 454: 879:Video demonstrating display lag in UT2003 438:signals such as 480i and 1080i require a 280:Learn how and when to remove this message 262:Learn how and when to remove this message 121:Learn how and when to remove this message 873:Video demonstrating display lag in Quake 797: 722:"smtt.thomasthiemann.com - SMTT Website" 719: 673:"HCI Design: Monitor Input Lag database" 393: 14: 914: 800:"How to use your 4K TV as a monitor" 200:adding citations to reliable sources 171: 132: 70: 29: 24: 25: 938: 906:Anandtech article about Input Lag 820: 798:Morrison, Geoffrey (2015-07-21). 602: 45:This article has multiple issues. 868:Avs Forum posting on display lag 611:Display lag versus response time 176: 137: 75: 34: 720:Thiemann, Thomas (2020-05-22). 505:Effects of display lag on users 187:needs additional citations for 53:or discuss these issues on the 766: 752: 738: 713: 689: 665: 645: 537:. Rhythm-based games, such as 299:associated with most types of 13: 1: 638: 887:Display lag and TFT features 584: 579: 347:from a radio-frequency (RF) 335:Analog vs digital technology 7: 626: 305:high-definition televisions 101:the claims made and adding 10: 943: 900:The HDTV-Gaming-Lag Report 409:digital rights management 615:LCD screens with a high 927:Liquid crystal displays 746:"Google Sites: Sign-in" 552:Super Smash Bros. Melee 455:Testing for display lag 403:processing overhead of 301:liquid crystal displays 307:(HDTVs). It refers to 394:Causes of display lag 444:progressive scanning 196:improve this article 400:pixel response time 329:pixel response time 922:Display technology 853:BeHardware test - 589:Many televisions, 86:possibly contains 762:. 27 August 2009. 520:World of Warcraft 424:native resolution 339:For older analog 315:between when the 290: 289: 282: 272: 271: 264: 246: 170: 169: 131: 130: 123: 88:original research 68: 16:(Redirected from 934: 814: 813: 811: 810: 795: 789: 788: 786: 785: 776:. 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Index

Output lag
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original research
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factual accuracy

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"Display lag"
news
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phenomenon
liquid crystal displays
high-definition televisions
latency
lag
signal
Hz
pixel response time

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