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by zasdffaa 1353 days ago
That was a bad post. The figure of 300ms was from memory. I guess it's complex but for games shmup games (https://www.pubnub.com/blog/how-fast-is-realtime-human-perce...):

"

...for Massive Multiplayer Online Gaming (MMOG), real-time is a requirement.

As online gaming matures, players flock to games with more immersive and lifelike experiences. To satisfy this demand, developers now need to produce games with very realistic environments that have very strict data stream latency requirements:

    300ms < game is unplayable
    150ms  < game play degraded 
    100ms < player performance affected
    50ms   > target performance
    13ms    > lower detectable limit
"

But this is real-time gaming. Typing should be less demanding, I'd think.

Edit: also https://stackoverflow.com/questions/536300/what-is-the-short...

3 comments

> Typing should be less demanding, I'd think.

Not really, unless you're the kind of guy working in Cobol and who is used to typing with latency.

I've seen Cobol developers just ignoring the latency, keeping typing because they know what they've typed and it doesn't matter that it's slow to show up on screen.

Working with latency like that also requires the system to be predictable. If you're expecting auto complete but not confident in what it'll show, you've got to wait, if you're not sure if the input will be dropped if you type ahead too much, you've got to wait. If you need to click on things, especially if the targets change, lots of waiting.

If the system works well, yeah, you can type all the stuff, then wait for it to show up and confirm. 'BBS mode' as someone mentioned.

> I've seen Cobol developers just ignoring the latency, keeping typing because they know what they've typed and it doesn't matter that it's slow to show up on screen.

I used to do that (not in COBOL), typing into a text editor in a terminal over a 2400-baud modem. Like the other commenter said, you get used to it, but it requires a certain predictability in your environment that you don't get in modern GUIs.

Generally I think of it in terms of number of frames @ 60 fps.

Anything below one frame (16.66ms) and whether or not any sort of real feedback is even received (let alone interpreted by the brain) becomes a probability density function. With each additional frame after that providing more and more kinesthetic friction until you become completely divorced from the feedback around 15-20 frames.

Just a heads up for others trying to read this, I think the < and > are backwards.