![]() If you advance one further frame P2 will duck. If you advance three frames from there, you will see P1 (red, wireless) duck, and P2 (blue, wired) still standing. ![]() When you get a green bar on the screen (happens every 24 frames), this is when the input has physically occurred. Skip ahead to 0:20, and advance from there. Now, if you watch this video in HD (720p60) you should be able to advance frame by frame (using the, and. As I mentioned, you're going to have to ignore the fluoro lighting, it does serve a very important function, but you'll have to just accept it for now. Now, you could take my word for it, but instead I'll post a video which should hopefully demonstrate it. If you look here (sorry for using twitter, but I find it is an easy way to upload images) the DS4 wired is some 7-10ms slower than the DS4 wireless. On going through various different controllers, one of the things that surprised me was how slow the wired DS4 was. Capturing this provides a very accurate way to determine input lag. I went about developing my own method for analysing input lag, which I can go into (significant) detail about, but the summary is, it uses an arduino to send an input to a controller(s), and at the same time it watermarks the screen (by removing colour, hence the fluoro lighting in the video in this post. Which compared the input lag for various different sticks/pads for fighting games. One of the threads that I found very interesting was this one Now, so far as I can find, no one has actually tested this.
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