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

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  • Опубликовано: 29 июл 2024
  • Sponsor: ID Cooling Frozn A620 Tower Cooler on Amazon geni.us/A0OZYtF
    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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    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
    ** Please like, comment, and subscribe for more! **
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    Host: Steve Burke
    Guest: Guillermo Siman
    Camera, Editing: Vitalii Makhnovets, Mike Gaglione
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