The title is misleading and everyone is jumping to conclusions here. This is not the "PlayStation Move controller lag". The lag you see here is the total round trip lag from human input through game processing and out to the display, including all the lag in the LCD.
So basically 113ms is input lag + processing time + output lag.
Unfortunately, the processing time varies greatly by game and the output lag varies greatly by what TV and such you have the system connected to.
This person who took this had no way to figure out how much is processing time and how much is output lag, so has no way to subtract them off and calculate the actual controller lag.
So this figure is really only valid for this one setup and should only be compared against other measurements taken on this game and on this setup (display). Yet many people don't understand this and are trying to compare it to ping times or frame rates in Modern Warfare or such. In short, chill out guys until we have a figure we really can do some comparisons with.
Exactly. If this game is double-buffered, which it probably is, then you need to take 2 frames of lag before you can even start to calculate the controller input lag. Additionally, I'd really like to see the video calibration results from Guitar Hero or Rock Band on this display. There are TVs out there with 100ms+ video lag. Show me the same video on a CRT or a certified low-lag TV and we can start to draw conclusions.
This video only shows the entire accumulated lag of the entire system, including the display (which is easily the biggest variable). Not just the controller lag.
@spin cycle To isolate the lag from the Move, what they need to do is to take a game that works with the standard controller and with the Move, and then measure both and compare the two numbers.
Also, lag can be compensated with good motion prediction. However, good prediction requires a low latency and a quick measurement cycle, which should run independently of the rendering cycle.
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The title is misleading and everyone is jumping to conclusions here. This is not the "PlayStation Move controller lag". The lag you see here is the total round trip lag from human input through game processing and out to the display, including all the lag in the LCD.
So basically 113ms is input lag + processing time + output lag.
Unfortunately, the processing time varies greatly by game and the output lag varies greatly by what TV and such you have the system connected to.
This person who took this had no way to figure out how much is processing time and how much is output lag, so has no way to subtract them off and calculate the actual controller lag.
So this figure is really only valid for this one setup and should only be compared against other measurements taken on this game and on this setup (display). Yet many people don't understand this and are trying to compare it to ping times or frame rates in Modern Warfare or such. In short, chill out guys until we have a figure we really can do some comparisons with.
@spin cycle
Exactly. If this game is double-buffered, which it probably is, then you need to take 2 frames of lag before you can even start to calculate the controller input lag. Additionally, I'd really like to see the video calibration results from Guitar Hero or Rock Band on this display. There are TVs out there with 100ms+ video lag. Show me the same video on a CRT or a certified low-lag TV and we can start to draw conclusions.
This video only shows the entire accumulated lag of the entire system, including the display (which is easily the biggest variable). Not just the controller lag.
@spin cycle To isolate the lag from the Move, what they need to do is to take a game that works with the standard controller and with the Move, and then measure both and compare the two numbers.
Also, lag can be compensated with good motion prediction. However, good prediction requires a low latency and a quick measurement cycle, which should run independently of the rendering cycle.