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by CyberDildonics 683 days ago
No it really isn't. Are you really doubling down on this by talking about software that has built in latency?

Any game that runs at half the frame rate of a cheap TV and has an architecture designed to not draw frames immediately has nothing to do with what you're saying. That would be like someone deciding to send packets every 100ms and claiming 100ms extra latency.

All of this is forgetting that packets can be fired off whenever but with vsync on, frames need to wait for a specific timing. If you take that away you can set pixels with less latency.

1 comments

Once you throw in head-of-line blocking, other requests in flight, and your average website's pile of ads and JavaScript operating systems layered on top of each other to emulate a small library that reimplements much of what browsers natively support:

Yeah I think displays, even when triple buffered, might win on average. Sending a single packet is fighting a straw man when compared against a full rendering pipeline with common habits. Compare minimums or compare common cases, crossing between them is unfair regardless of which direction you go.