Input Lag & Click-to-Photon Latency Simulator
Deconstruct the full latency pipeline: Mouse Polling -> USB Controller -> OS Kernel -> Game Engine -> GPU Frame Queue -> Display Scan-Out.
Input Lag & Refresh Rate Latency Simulator
Witness how display refresh rate (60Hz vs 144Hz vs 240Hz) fundamentally cuts system scanout delay, shrinking aiming error and physical cursor drag during high-speed competitive flicks.
The Click-to-Photon Latency Pipeline Breakdown
Measured from physical mouse microswitch click to photon emission at screen center (NVIDIA LDAT baseline).
Common Performance FAQs
Hard-won engineering truths regarding frametime pacing, input latency, sub-timing latency, and competitive OS tuning.
Standard in-game FPS counters only sample the mathematical average across thousands of frames over a full second. They do not tell you when individual frames take significantly longer to render.
If your monitor refreshes every 4.16ms (at 240Hz), but a cache-miss, background Windows service, or shader compilation causes a single frame to stall for 18ms, your eye perceives a distinct micro-stutter. The FPS counter might still show "235 FPS", but your 1% and 0.1% lows plummeted to 55 FPS.
To fix this: optimize memory sub-timings to eliminate memory-bus stalls, cap framerates to keep GPU utilization under 97%, and eliminate background DPC latency spikes using LatencyMon.
Focus on 1% Lows and frametime consistency rather than peak average FPS for butter-smooth tracking.