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Stig Vildmark

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  1. It made my day when i saw Anthony shine up with happiness : ) He really needed that sick upgrade, i doubt he will forget it anytime soon. It was refreshing to see such a large company invest so much money into the right people at the right channel. How many people of the LTT group will be taking part of this generous cooperation with Intel? Can i expect to see my favorite Luke Lafreniere take part in one of your future 5000$ promotion videos? Thank you for a great video! I am looking forward to see more upgrade videos focused on other stuff than computers on your channel. As professionals, i am sure you will not let this affect your future opinions about Intel. The last thing consumers want to see on LTT is a company bias.
  2. Interpolation is a guessing game where you take two frames as a reference. Let's call those ticks for clarity and we use those ticks to calculate and make assumptions. The frames of reference was 0 movement in Linus test. Nothing have happened during the previous two ticks. The game has no reason to assume that he will move until the next tick. The next frame of reference arrives as a tick, the hammer have hit the mouse. 15.625ms have passed since the last tick. All the engine can see is that the mouse has moved. The engine decided to update the positions and we have no way of going back in time to redraw the screen. We can't get rid of this delay. The game now have a tick where Linus is moving his mouse, the game may assume that Linus will continue to move his mouse until the next frame of reference. The game decides interpolate his movements and act accordingly. 15.625ms ms later and the next frame of reference arrives, the engine was correct! Linus is still moving his mouse and we may assume that he will continue to do so until we get a tick that says no. Most professional players have given up on Valve and play exclusively on ESEA servers. They will tell you it's a night and day difference and that everything is a lot smoother. That is probably because ESEA servers have twice the tick-rate, 128 compared to 64. Counter-strike players have since 1999 talked about rates and shared their configurations. Why do they do this? They want to take advantage of the extra positional data that you get from a 128 tick server. A frame-rate over 64 on a 64 tick server will only reduce screen tearing and the overall latency. You can't get more positional data then the server is sending you. The game can only assume that people will keep doing what they do and act accordingly, we call this interpolation.
  3. All you get with a high refresh-rate monitor is more draws with a lower buffer latency. A 60 Hz monitor takes the latest frame every 16.66 ms in the buffer and draws it upon itself. A 240 Hz monitor takes the latest frame every 4.16 ms. The rendering takes time but lets keep it simple A frame can be 0.000000001 - 16.6666666 ms old in the buffer with a 60 Hz monitor. A frame can be 0.000000001 - 4.16666666 ms old in the buffer with a 240 Hz monitor. A higher refresh-rate will reduce the maximum time a frame can lay and wait, before it is grabbed and drawn on a monitor. Under the right circumstances, you can reduce this time by 12.5 ms. But you can also reduce the frame age by rendering more frames faster. Placing a new frame just before the monitor grabs the latest. Old CRT monitors were particle accelerator where the accelerating anode turns the electrons into a high speed-beam of electrons. That gain around 600km/s for every volt they are accelerated through. A LCD monitor is unfortunately not as fast and the drawing process can take a lot of time. The picture can be very difficult to interpret during this period and should therefor be included as latency. Let's call it LCD blur. There is a very noticeable reduction in delay by reducing rendering times and using a high refresh-rate monitor. But it's far better to just ignore the game all together and make your own low latency application for testing a mouse. So you can test without additional latency and make it a battle of who has the lower latency, a mouse or the monitor? But it would be a waste of time, since Linus have already demonstrated how tick-rate holds you back where such gains matters, Gaming. You can get your 240 Hz and 1000 fps with no positional difference of the characters. You could not compare the gaming mouses due to the tick-rate. The Smoothness is capped by the tick-rate. The engine made its calculations 64 times per second.
  4. The test server had a tick-rate of 64. That means that all engine calculations were done 64 times per second. Movements, positions, netcode, hitdetection almost everything in the game is updated once every 15.625 ms. 1 / 64 = 0.015625 15.625 ms of engine latency +- 1 ms margin of error for the high speed camera. All of the movements were capped by the engine. The net_graph keeps updating after the refresh-rate, it does not use the same clock. You will have to increase the tick-rate to get a result under 14.625 ms. The lesson is that you should use a tick-rate of at least 1000 when making a test like this.
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