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Display lag: Difference between revisions

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(New Page: '''Display lag''' is the delay between a console producing output and a television displaying said output. In most cases, it is caused by high-resolution TVs imposing additional process...)
 
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'''Display lag''' is the delay between a console producing output and a television displaying said output. In most cases, it is caused by high-resolution TVs imposing additional processing on the visual data it receives in order to make it look better, a feature that while useful for many applications, is against the real-time requirement of gaming and results in the illusion that there is an in-game delay between input and action.
'''Display lag''' is the delay between a console producing output and a television displaying said output. In most cases, it is caused by high-resolution TVs imposing additional processing on the visual data it receives in order to make it look better, a feature that while useful for many applications, is against the real-time requirement of gaming and results in the illusion that there is an in-game delay between input and action.


Display lag is difficult to quantify but easy for skilled players to feel; simply moving a pointer around the screen with a Wiimote can reveal small amounts of display lag, while the fact that controller feedback such as [[rumble]] is not delayed by the TV can also make display lag obvious to sensitive players.
Display lag is difficult to quantify but easy for skilled players to feel; simply moving a pointer around the screen with a [[Wii Remote]] can reveal small amounts of display lag, while the fact that controller feedback such as [[rumble]] is not delayed by the TV can also make display lag obvious to sensitive players.


Even for small amounts of display lag, some games with stringent timing requirements (such as rhythm games) may become difficult or infeasible to succeed at. For the Smash Bros. series specifically, every frame of display lag essentially decreases the possible reaction time of players, increasing the amount of prediction necessary to win and widening the size of a character's safe movepool. It can be described as similar to [[Wi-Fi lag|playing online]]. As a result, tournaments heavily favour setups with older TVs that lack display lag should newer TVs not have an option to disable whatever laggy feature it has.
Even for small amounts of display lag, some games with stringent timing requirements (such as rhythm games) may become difficult or infeasible to succeed at. For the [[Super Smash Bros, (series)|''Super Smash Bros.'' series]] specifically, every frame of display lag essentially decreases the possible reaction time of players, increasing the amount of prediction necessary to win and widening the size of a character's safe movepool. It can be described as similar to [[Wi-Fi lag|playing online]]. As a result, tournaments heavily favour setups with older TVs that lack display lag should newer TVs not have an option to disable whatever laggy feature it has.


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Revision as of 13:05, September 12, 2012

Display lag is the delay between a console producing output and a television displaying said output. In most cases, it is caused by high-resolution TVs imposing additional processing on the visual data it receives in order to make it look better, a feature that while useful for many applications, is against the real-time requirement of gaming and results in the illusion that there is an in-game delay between input and action.

Display lag is difficult to quantify but easy for skilled players to feel; simply moving a pointer around the screen with a Wii Remote can reveal small amounts of display lag, while the fact that controller feedback such as rumble is not delayed by the TV can also make display lag obvious to sensitive players.

Even for small amounts of display lag, some games with stringent timing requirements (such as rhythm games) may become difficult or infeasible to succeed at. For the Super Smash Bros. series specifically, every frame of display lag essentially decreases the possible reaction time of players, increasing the amount of prediction necessary to win and widening the size of a character's safe movepool. It can be described as similar to playing online. As a result, tournaments heavily favour setups with older TVs that lack display lag should newer TVs not have an option to disable whatever laggy feature it has.


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