![]() * * : When the button is pressed, the LED turns on, and after a certain time, the image on the screen will change (for instance, a muzzle shot will be visible if we're using a videogame) the captured footage from multiple runs is then analyzed by a human being to determine the delay between the LED turning on and the image changing on the screen, and that is the total system latency. 1īefore OpenLDAT, total system latency was measured by using a high speed camera and a mouse that has been modified to turn on an LED when the left button is pressed Instruments for measuring the quality of a display's colors such as colorimeters and spectrophotometers have been around for a long time and are readily available starting at around 100$ for the cheapest models, but measuring latencies has almost always been done manually. Distributing the software and the device schematics under a free license, to allow users to use, study, modify, and improve the project.Making the device easy to build, using off-the-shelf, low-cost parts, with a software that doesn't require calibration.Using the device to provide additional metrics that can be measured with the same sensor, such as pixel response times.Allowing the device to be used on a wide range of displays, even when strong interference is present from something like a pulse width modulation (PWM) backlight. ![]() ![]() Developing a device to measure total system latency both automatically and interactively, in the most accurate way possible and allowing comparison between different systems and scenarios.Many different factors are involved in total system latency, from the mouse microcontroller to the single screen pixel, but the main contributors to latency are usually the application, the speed of the hardware, and display used. This is not a new problem, and it has existed since the dawn of real-time computer graphics, but many things have changed over the years: On one side, the introduction of technologies such as high refresh rate displays, VESA Adaptive Sync and driver optimizations for latency-critical applications improved the situation, but on the other side, the tremendous increase in the complexity of graphic pipelines in videogames and the introduction of techniques like temporal antialiasing, checkerboard rendering, triple buffering, mouse smoothing, and desktop compositors made the situation worse to the point that some consider 60 FPS the minimum threshold for playability because of latency. One of the problems that afflict gaming enthusiasts, especially competitive players, is total system latency, that is, the delay between an action happening in the physical world, like pressing a mouse button, and the result being visible on the screen.
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