Framerate Isn't Good Enough: Latency Pipeline, "Input Lag," Reflex, & Engineering Interview

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This engineering interview & discussion follows-up our previous industry interviews with people like Tom Petersen of Intel and Bill Alverson of AMD, but now featuring Guillermo Siman of NVIDIA, who joins to discuss the engineering aspects of latency. We've recently been talking about an increase in our focus in testing on latency, adding to our existing FPS benchmarks, and this discussion is to help provide an educational backdrop on what truly comprises end-to-end system latency. We'll focus on the latency pipeline, educational topics such as how the game engine handles and processes input, peripheral latency, and system-level latency (such as from the render queue). These topics also cover various types of bottlenecks.

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Find another engineering interview here, featuring Tom Petersen of Intel:    • Intel's Major Overhaul for CPU & GPU ...  
Find our engineering interview playlist here:    • AMD's CPU Analysis Lab Full Interview...  

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TIMESTAMPS

00:00 - Latency Testing & Engineering Interview
02:40 - Latency Pipeline Canonical View
08:55 - Common Misconceptions
11:32 - Types of "Lag" & Bottlenecks Explained
14:50 - Game Engine Input Sampling
20:39 - Impact of GPU Bottlenecks & Reflex
26:07 - Summarizing
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Host: Steve Burke
Guest: Guillermo Siman
Camera, Editing: Vitalii Makhnovets, Mike Gaglione




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gamersnexus
gamers nexus
computer hardware
latency
pc latency
input lag
input latency
system latency
latency benchmarks
counter strike latency
cs2 latency
counter strike 2 latency