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Input delay test
Input delay test







input delay test

input delay test

The CRT method is one I know from Simon at TFT Central – basically because CRT displays draw the new frame almost instantly you can put a fast clock on both displays, take a picture, and whatever the difference between the CRT and test panel’s clocks show is the input lag. The way you measure that type of input lag is fairly simple, either with a device like this Time Sleuth, or with a CRT. Instead, if you actively set your system resolution to say 1920×1080 on a 3440×1440 panel, the monitor will have to take the frame and stretch it, then work out which colours should be split where, all before it can even think about drawing the new image.

#INPUT DELAY TEST FULL#

This isn’t the same as a game’s cutscenes only drawing a 16:9 image though, as your GPU is still sending the monitor a full 21:9 frame, just with black pixels on the sides. Providing a non-native input resolution can also cause delays, especially with the wrong aspect ratio – ie a 16:9 frame on an ultrawide panel. Overdrive in particular can add processing time as the controller needs to look up what overdriven state each pixel should be set to, and for how long, then modify the frame before finally starting to draw it all out. The reason that isn’t instant is because the digital image your GPU transmits to your monitor is just a whole bunch of 1’s and 0’s, but the panel needs analogue voltages set for each pixel and subpixel, so the monitor’s scaler needs to do that conversion.Īdditionally, features like adaptive sync, overdrive and even the input resolution can alter how long the scaler takes to do that conversion. When a reviewer is talking about a display and they say “input lag”, they generally mean the time from the new frame arriving at the HDMI or DisplayPort port, to the time the change starts being displayed on screen.

input delay test

Where you measure the start point from though is the key difference between what most reviewers call “input lag”, and what they’d call “total system” or “click to photon” latency. Input lag is how long it takes to get the frame to start being displayed. A monitor’s response time is how long the actual pixels take to change colour, once the newest frame is already in the monitor’s controller and ready to be drawn. Input lag, input latency, whatever you want to call it, is not the same as response time. It’s a term you might have heard when watching monitor reviews in particular, but it’s not exclusive to monitors and there are actually two different measurements you should know about – so let me explain.įirst, I want to make an important distinction. If you play any kind of fast paced game where reaction times affect your performance, one of the biggest factors you likely haven’t considered but could be making being a 1337 Pr0 more difficult than necessary is input lag.









Input delay test