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I don't think I experience this problem. This may just be me, though; or, perhaps it's because everyone has these problems that we're on a level playing field.

Also, I disable the vast majority of these post-processing features the TV provides. I'm a purist and a photographer by hobby and I can see all the 'fixing' that is done in in-TV post-processing, and it looks bad, less sharp, etc, to me. That may affect my experience... Or perhaps I just buy nice TV's (for the same reasons)



Disabling those features generally helps but does not remove the lag. It is pretty difficult to see it in action, as it's more of a subconscious issue.

A great litmus test is Assassin's Creed 2. I worked on that, and for all of development I had a CRT hooked to my dev kit. The game was always super responsive and I never missed a jump. And then, playing at home on my LCD TV... it was kind of insane the difference. It suddenly felt kind of mushy, and kind of like I was fighting the controls.

The reality is that we as developers do as much as possible to hide it, but it's still there if you know what to look for.


The way you're describing the feeling puts it into the 10-40ms range. In the 100-400ms range you'd immediately and consciously wonder WTF was wrong with the game.


You'd think that, but you are wrong. Games like Uncharted have a built in 60ms of input lag due to multithreading of the game engine renderer, and that's before your TV, which I guarantee you, likely adds another 60 at least, unless you spent hours and hours researching and got the Uber Ultimate Gamer TV of the Month.

In fact, Assassin's Creed 2 has 100ms of built in lag due to renderer multithreading. That means it takes a minimum of 100ms for the game engine to render the first frame of a reaction to your input press.

It sounds crazy when it's all listed out, but I assure you it is not only real but something you deal with every time you play a game, even though you don't notice.




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