There seems to be no statistically significant difference between using the Dualsense wired or wireless, neither in terms of average input lag nor in terms of consistency. That said, I was sitting relatively close to the console for this test and you might get stability issues while sitting further back and/or with an obstructed line of sight between the console and dualsense and/or in a place with a lot of 2.4GHz interference.
I've also tested the DualShock 4 in Rocket League and found a statistically significant (p~0.001) difference between wired and wireless use (wireless is faster).
These results suggest that Sony has fixed the "issue" that the DS4 had more input lag wired than wireless on PS4 for the Dualsense on PS5, but those improvements do not apply to the DS4. I say "issue" in quotes because how much you care about this will vary from person to person. It's definitely good news for competitive players who attend large events where a lot of players are using bluetooth at the same time, which can cause connectivity issues.
First, some test methodology. I used 240fps video from an iPhone X, filmed the controller and screen from the same spot every time (both wired and wireless). I used a USB A to USB C cable for the dualsense which I plugged into the front USB A port on the PS5. I used a USB A to Micro USB cable for the DS4, also plugged into the same port. On every instance, I made sure that the controller showed up in the correct mode (ie USB icon when relevant).
The games I used were Astro's Playroom, Spider-Man Remastered, Call of Duty Black Ops Cold War, and Rocket League. For each game I tried to find the most responsive action and then mapped it to R1 with the PS5's accessibility settings. This allows me to use the same button through the same method for every game. I recorded 20 to 30 inputs for each game in each mode.
I used SMPlayer on Windows to go through the footage frame by frame and count the frames from the moment the R1 button is starting to be depressed to the moment the first frame of the corresponding input starts to appear on screen (even partially)
As a sanity check, I tested Rocket League with my DS4 too.
Here are the detailed results:
|Game||framerate||Input device||Input method||trigger||Average total latency (ms)||Standard deviation (ms)|
|Astro's Playroom||60||DSS||Wired||Punch (mapped to R1)||115.77||4.95|
|Astro's Playroom||60||DSS||BT||Punch (mapped to R1)||115.48||4.74|
Price reflects in cart
Last two nights same thing happened. Started playing with a friend. No issues. 3 or so games in Ping skyrockets from 40-50 to 150 and "loss" goes from 0 to ~40. Then games consistently are like that the remainder of the time. Only way to leave game is force quit via task manager.
Anyone else having this issue?
Edit: this is unranked games too and my internet speed test seems fine. Also this started towards the end of one game on both nights. Seems more like a pattern then a fluke
Asynchronous Rust (e.g. with Tokio) is great for dealing with a large number of events (e.g. for web servers), but here I am specifically asking about how to respond as fast as possible to a small number of events (e.g. one event at a time every 100ms). I wrote a simple benchmark for 3 common abstractions in Rust's standard library:
> Measured as the latency between
tx.send() and the corresponding
> Measured as the latency between
> Measured as the latency between
All the code is available on GitHub: https://github.com/felix-pb/sleeping_vs_spinning
On my macOS laptop, I get the following results for the abstractions in
[std – mpsc – sleeping] [std – mpsc – spinning] [speedup] avg = 81.087µs avg = 1.679µs 48.3x mid = 91.04µs mid = 0.308µs 295.6x min = 13.765µs min = 0.250µs max = 210.085µs max = 34.432µs [std – tcp – sleeping] [std – tcp – spinning] [speedup] avg = 219.046µs avg = 43.055µs 5.1x mid = 237.144µs mid = 39.152µs 6.1x min = 70.168µs min = 22.024µs max = 275.96µs max = 89.96µs [std – udp – sleeping] [std – udp – spinning] [speedup] avg = 182.356µs avg = 38.29µs 4.8x mid = 209.832µs mid = 36.992µs 5.7x min = 47.152µs min = 22.088µs max = 239.944µs max = 71.024µs
I was also curious to see how asynchronous code would fare, so I added benchmarks for the equivalent abstractions in the
Here are the results:
... keep reading on reddit ➡
[tokio – mpsc – sleeping] [tokio – mpsc – spinning] [speedup] avg = 55.702µs avg = 0.895µs 62.2x mid = 60.325µs mid = 0.350µs 172.4x min = 11.327µs min = 0.252µs max = 146.688µs max = 20.651µs [
Title. You trade so damn much in primary duels with guns that have even remotely similar TTKs that we end up in situations like this where a 1.0 with more range is far preferable to a .8 because of forgiveness and a devious lack of practical advantage. This is also why sniper flinch nerfs have done, currently do, and will continue to do fuck-all in changing the fact that camping with a sniper is optimal. Flinch is not the issue. The reason you are getting shot by a sniper midway through your VigWig burst is not because they have minimal flinch, it’s because they’ve probably already pulled the trigger and shot you on their screen before it can display on yours.
The current Close/Far system is incredibly hit and miss. I've had significantly worse connection issues with people who are "Close", than with people who are "Far" away. I'd also prefer to be able to coordinate better with my team since I don't understand a shred of chinese.
And no, I don't think I'm ready for deep dives just yet.
bios is defaulted apart from xmp on, wanting to lower latency as I was expecting lower latency than what I have currently, thanks!
Since March 25th my network has been getting routed to central causing high latency. INC0931283 is the overall ticket # for this issue. They are investigating and working on a fix. If you want to contact Shaw use this as a reference number for the issue and hopefully Shaw figures it out 🤞
Update/tldr (March 28th): Shaw is aware of the issue, they are investigating and will fix once they determine the cause of the issue. I’ll post updates as I get them
March 29th: There was a hardware failure on one of their server racks, so they had to switch everything over to their fail-over routing. The new equipment is supposed to arrive today but due to weather conditions it may be tomorrow. I can confirm it will not be like this for very long as soon as they install the new equipment everything will be routing back to normal. Also, they have forwarded this ticket issue to all the tier 1 tech support employees so when reaching out they SHOULD know what you’re talking about if you reference the ticket number above. When they reach out to me again I will update.
March 31st: there has been 2 hardware failures, there have been updates in the case trending towards a positive direction but it seems like they’re having trouble... they wouldn’t tell me what was causing the delay or what was giving them problems but like figure it out lol. Next update will be on Friday
April 1st: Shaw replied to this thread saying it will be fixed tonight, not sure of a specific time
Alright so it seems like the fix work! My ping is back to normal! Thank you for allowing me to share info and I’m happy I could give some explanations to people that couldn’t get to the right person at Shaw! I’m still going get a update for them tomorrow but I want to see what they say! I’ll post here the last update! Thank you all again, it’s truly been my pleasure. SOLVED
On my main account in FIFA, I have received Closed Beta codes for a couple of years.
I have been researching FIFA's gameplay for 5 instalments. Rarely, I had good gameplay, in any of these iterations, and I have been playing online with under 24ms for this whole time. However, I have never had such bad gameplay like in FIFA21.
Edit: as you will read below, I have split the inconsistent gameplay in two sections; the squad battles examples are given as evidence for inconsistent mechanics, as it is easier to pause and record every single occurrence; however, while experimenting with internet settings (FIFA 19) I found out some no loss glitches and ways to manipulate your connection to get better responsiveness in squad battles; these did not work in FIFA 20/21; furthermore, there is lag in squad battles too.
In FIFA21, I had 2 squad battles with consistent gameplay during the EA Play, and that included everything (e.g. passing, switching, etc.). After these two matches, I went on twitter and said that I was surprised that they, actually, addressed issues highlighted during the Beta. After this tweet everything went downhill. Both Squad Battles and Online became unplayable.
At this point in time, I was suspecting some code lines conflicting and there was no other explanation for everything to change so suddenly. At a later date, I read something on Twitter, that changing RS switching to "ball relative" will make switching a lot better. I tried this setting and I was, luckily, recording in OBS. I was playing Squad Battles and my gameplay became the most consistent gameplay I have ever had in 5 years of FIFA. All my defenders were ending up with the ball after tackles and I played a high rated/100 chemistry team that I, literally, dismantled (Legendary). They scored against me though, but I wasn't even mad, as it was MY MISTAKE, as I was able to control my players for the entire match! I was playing these matches on a Saturday afternoon when, arguably, "tHe SerVers ArE OverLoAdeD". I can count on the fingers of one hand how many times I can blame myself for mistakes in this game.
One more point I want to make, in relation to my experience: IT DID NOT MATTER WHEN I PLAYED MY ONLINE MATCHES (e.g. 3 AM, 9PM, 4PM), the gameplay has always been disgusting.
Last year, there were a couple of posts, around FIFA FORUMS and reddit, talking about lag compensation (in online) and how this influences the gameplay based on latency. Those posts, barely, scratched the sur... keep reading on reddit ➡
Thank you for reading!
Please see diagram of my setup: https://imgur.com/pMfyyyE
Okay, These 2 unmanaged switches are in completely different wings of the building, 150-200ft away. I know that the cable ran is fine, because when it bypasses switch#2, there are no issues at all.
So when it is coming through switch 2, I have the terrible latency issues. VNC/RDP is terrible, SFTP is terrible, download network speed is terrible.
So one of my troubleshooting steps was just to connect the long run directly to the PC, and it worked GREAT! Everything was meeting expectations, so I thought, "there must be something wrong with switch 2", simple, or so I thought.
Switch #2 was already brand new netgear 16 port passive switch, so I fully replaced it with another brand new one. I even replaced the power cord. Same issues persist. I am really scratching my head.
PC>Switch1>150ft-cat5e>Switch>PC = Broke AF
PC>Switch1>150ft-cat5e>PC = No issue at all
And again I have replaced that second switch with no change whatsoever. I have also used multiple known working cat5e between switch2 and host-PC. I have troubleshooted this so much, and I have no idea what else it could be. It is possible that I received 2 brand new yet defective switches, but that is highly unlikely.
I have verified that I have no switching loops on my network
Right now, only 2 ports are being used on switch 2. Network in, and the PC connection. Noting else is plugged in to switch2
I have tried different cables
I have tried different ports
I have replaced brand new switch#2 with another brand new switch
It makes no sense, and I have done all the troubleshooting that I can think of. Please help. Thank you so much!
Was casually browsing through the compound calculator (algobuddy) just to see whether it was up and running, and noticed something very interesting. The APY base rate was very low.
As of the time of this post, around 25 minutes ago there was a massive spike in latency in transactions.
Based on the the 129 rounds it takes to receive rewards (at this moment in time) the average time went up to 5.5 seconds. Subsequently the APY dropped massively to 4% for those batches. It is now slowly recovering.
I did some detective work, check it out:
Block number: 13235212
Unix Time stamp: 1618480164
Block number: 13235213
Unix Time stamp: 1618480186
Next latency hit:
Block number: 13235231
Unix Time stamp: 1618480265
Block number: 13235232
Unix Time stamp: 1618480287
One more latency hit:
Block number: 13235251
Unix Time stamp: 1618480387
Block number: 13235252
Unix Time stamp: 1618480409
For the non technical people what you see here are 3 latency spikes on the blockchain where instead of the usual 4.3/4.4 seconds, the block time was 20+ seconds.
Ok, so I've only tracked back 300 blocks, just to see what happened, so have no idea whether these are regular spikes that happen? Any node runners able to share any of their knowledge?
I'm also not sure what could have caused these spikes, again if anyone has seen anything, would be curious to find out.
Why am I sharing this? Well, for the greater good of transparency for the community and knowledge sharing.
Edit 15/04/21: I think we solved the case, We love data statistics - Blockchain Latency 15/04/21 : AlgorandOfficial (reddit.com) . AlgoCoins22000 made a very good observation and I think that is exactly the reason of these latencies being introduced.
Which keyboard do you have and do you have noticeable latency when typing fast / using combos?
All these wireless keyboards are giving me the wandering eye 👀
Every broker involved with Citadel that sells them payment for order flow is allowing Citadel to profit on all shares purchased or sold.
Citadel is using latency to its advantage to profit on all trades. The algorithms at Citadel are making decisions and allowing them to buy or sell at a higher / lower price than what is on the Payment For Order Flow.
The broker does not give a toss, they just want the total amount in $ that is on their invoice.
EG: If the payment for order flow says BUY 100 GME shares @ 1,000,000 p/s they will buy each share at a lower cost and keep the profit.
What is even worse Citadel is gaining retail data to feed their system to make even more profitable decisions.
"Chicago-based Citadel Securities accounts for 40 of every 100 shares traded by individual investors in the US, making it the number one retail market maker, according to Piper Sandler."
FUCK that's 40% of the total amount of retail!
Brokers I know of involved with Citadel as followers
If anyone can add to this list it would be great.
TL;DR: Ken is a very greedy man, and should not be a market maker and investor/trader. Clearly, it is a conflict of interest. Furthermore, a set standard for trading systems (API's) & market makers should be created to avoid this from happening.
...**Better Markets & IEX enters the room** 😉
Almost like clockwork every 5-8 minutes latency spikes, no matter if the bandwidth is being used or not. Typically when streaming or gaming is being done the latency spikes are higher at the same frequency. I have watched my ping success go from all over the place to averaging 99-100% success now, SNR go from high 7 to low 8's now I get 8.89 to 8.99 as the average. When will we see the same improvements on latency?
To provide some context, I'm based in Indonesia and I regularly SSH to a machine in the US. The latency is really disturbing my editing. I suppose when you're chaining many small operations, it matters whether you see the results a tiny bit late. So much so that I'd say that my productivity is seriously hampered. I never had this issue when connecting to machines in other Asian countries.
Do you have any suggestions on how to deal with this?
I'm already using mosh, which helps a little bit. I've tried solutions such as editing locally and using the entr+rsync combo, but it doesn't work that well with bigger repos. I'm aware that JetBrains has this remote server configuration, which I heard works quite well. Is there something similar perhaps?
I've recently purchased a GMMK Pro for my first "real" keyboard and have felt some input lag problems in it with some of the games I play (specifically Tekken 7 and Osu!). I couldn't tell if I was just imagining this or if I wasn't use to the keyboard but after using it for several days I want to say there is a noticeable difference in the latency of my keystrokes.
My previous keyboard, the GK61, works fine with the only caveat being its low polling rate due to its use of optical switches. I thought the GMMK Pro would be a great upgrade, and while it is fully functional as a general purpose keyboard, I feel some buffer between keystrokes and their registry.
Things such as changing the universal offset didn't really help that much and the offsets when trying to time a beatmap are also quite off. The firmware is the latest from GMMK but I have not tried flashing QMK to see if that has made a difference. I took some screenshots of auto-pilot runs on songs I had a decent acc. on to show the differences.
Ai no Sukima GK61 UR: 126.61
Ai no Sukima GMMK Pro UR: 192.59
Holdin On UR: 166.39
Holdin On UR: 190.25
I know this is a very small sample size but this information might be useful for people still thinking about purchasing one! The keyboard is great all round and this is probably a case to case thing but there was a previous post found here where users also had problems. From the previous post, it more or less was a bag of mixed reviews and I assume the problem lies with GMMK's quality assurance for their pcbs where a fraction give some small input lag.
TLDR: There is a small but decent chance the GMMK Pro may give you some small input lag which may be a problem in some games, like osu! :^)
I wanted to take some time today to discuss something that I view as a core point of contention of game design: how we want the combat system to work.
Specifically, I see lots of folks in the sub advocating action combat and reference games like dark souls directly.
Some background: I've played a huge amount of competitive wow arena, quake 3 arena, quake live, team fortress 2, fortnite creative wagers, counter strike: source, street fighter 4, rocket league, and most of all, super smash bros melee. In the games with ELO systems, I tend to be top 0.1%, and I travelled around and consistently placed in the money in street fighter 4 and smash. I prefer games with little RNG, prefer solo-play, and generally dislike anything bigger than 3v3.
As you become more and more invested in these sorts of games, you gain a greater and greater understanding of what's actually going on at a competitive level, and how important space and movement are.
What does this have to do with Action Combat, Netcode, and Latency?
Precise spacing and positional play is extremely difficult whenever there's latency involved. Your client has two not-great options:
a) display everyone's position using old information
b) perpetually predict everyone's future position and adjust when those predictions are wrong
The first option means that if two players both have 50ms ping, each player is always seeing everyone else 100ms behind where they actually are. If someone runs forward, stops, and casts a 100ms spell animation, then that spell has already happened on their client by the time you see it even begin. This leads to the phantom model of netcode which is how dark souls resolves pvp combat:
The second option means that you perpetually clip the beginnings of animations and rubber band their movement to put them where they actually are. For example, if someone goes from a dead stop to moving, you'll see them lurch forward/teleport to put them at where they would be 100ms from now in order to give your client their predicted position. This is how games with rollback netcode (like rocket league) work, and there's a ton of tricks to help make the transitions less jarring (like making sure movement has acceleration to buy the server time to make accurate predictions).
In either case, where does this leave the player that is trying to iframe dodge through a sword slice, or sidestep a skillshot?
That sword slice h... keep reading on reddit ➡
Cardano is a very powerful system.
So significantly more stuff can go into the transaction than in Bitcoin.
So we created a new model called the Extended UTXO model. It allows us to have spending policies, and multi-assets ...
... and smart contracts. And DSLs could even bring in regulatory dimensions.
And embedding Prism means that we can put identity native on-chain. And that's a very sophisticated transaction.
And the base ledger can perform very high speeds for these things ...
... Ouroboros is a very efficient protocol.
So you could potentially have hundreds of these things going on every second.
But then, when you start stratifying these transactions ...
... you're going to notice that big pools of them are low-value transactions.
Big pools of them are occuring frequently ...
... but collectively are only 5-10% of the total value of the ledger.
So there's a lot of turnaround, but they're just bloat.
So it makes more sense to batch those and put those into a different layer of the system.
And allow then, for those things to enjoy acceleration.
So you can do a lot more of them, the fees go down, and they get instant finality.
And that's kind of the concept of Lightning. So what we did is just took the ideas of Lightning ...
And we said, "Can we have native smart contract support for this?"
And build it so that you can have as many channels as you want.
And they can all communicate with each other, and every time you add it - you get Linear Scaling.
So what that means is that you get x more TPS per second capacity.
Instead of saying that it goes up until it reaches an asymptote and just stays at a constant performance ...
One head, two heads, three heads, n heads - the system just keeps scaling.
So potentially you could grow to the capacity of millions of transactions per second.
Long term, years from now, decades from now ... if you wanted to.
And the great part about stake pools and delegation, and all things Ouroboros ...
... is you have a very natural set of people to run this infrastructure.
So as we start growing, you put these Hydra heads on top of stake pools ...
... and then they have now two settlement channels.
So you could either settle on the main network, or you could settle on the Layer-2 network.
And it's completely dependant upon on your requirements. Is the value very high or low?
Do you care about the settlement speed? Do you want fast settlement speed or slow settlement speed?
Basically, they just work... keep reading on reddit ➡
I've been working as a developer for 18 years and 14 of these have been spent working in investment banks in front office finance writing low latency zero allocation code in Java to build pricing, trading and hedging systems.
This is a niche two part skill which I describe in simple terms below.
The first is low latency java which just means that you write your code to run as fast as possible but that alone isn't sufficient. It must also be as consistently fast as possible with as few and as small outliers as possible. High percentiles such as the 99th percentile of latency must be acceptable.
By fast I mean single to double digit micros for any given system producing meaningful units of work. This particular skill goes beyond Java code and into effective utilisation of the underlying hardware such as running on the correct NUMA node, utilising specific native system calls and pinning each thread doing work to its own single core.
The second part, zero allocation, means that while your code is running it must not allocate objects in a way that makes them eligible for garbage collection. If objects are made eligible for garbage collection then at some point the garbage collector will kick in and introduce very long pauses into your application that will in turn produce massive latency outliers - most likely several orders of magnitude greater than your desired times. The ideal scenario is that you remain immune from garbage collection for as long as possible until you enter a time window when the financial market is closed and then it's safe to incur the penalty of a garbage collection or a process restart thereby clearing the heap.
In terms of what libraries can be used when writing such code options are extremely limited. The vast majority of libraries including the JDK libraries do not meet the combined requirements of low latency and zero allocation. This means that you must reinvent the stack ground up starting from an empty main method and only introducing code that you know meets your requirements. If you are unable to find libraries that do what you need you must write them from scratch. Most good tech stacks will have reinvented their loggers, histograms, fix engines, wire encodings, collections, data structures and more - simply to avoid violating latency or allocation requirements.
The kind of work I've described above is implemented behind NDAs and closed doors and is almost never open sourced except in a few cases. It's certainly not docu... keep reading on reddit ➡
Guys recently i saw a post where a fellow redditor was saying that konami has may be incorporated latency script in the game. While i agree there are cheaters and laggers in this game but thats not the case with latency script or high latency. I too was misleaded initially and i too thought maybe thats was actually happening in reality. 7/10 i used to suffer from these high latency or input delay and same conclusion came to my mind that Coinami is flooded with cheaters and network manipulators. But actually what was happening was my fps was dropping due to OVERHEATING of phone. I was aware of overheating and hence used to play at minimal settings too(30 fps ,low graphic) but still OVERHEATING was happening. The SOLUTION was I realised that the plastic phone cover was trapping the heat and hence the gpu was throttling and giving even lower fps. Mainly OVERHEATING of my phone was producing so called LATENCY SCRIPT or INPUT DELAY. So what i suggest is play with your Phone cover removed and see if it makes a difference. High end processor here makes a huge difference just like other games and so does overheating. Please try the above method you may not see the difference instantly cause due to scripting or stuff like that you may lose 1 or 2 matches. But overall you will notice the difference later.
TL:DR Remove plastic phone cover and play the damn game surely you will notice the difference even if its miniscule!
The only setting I dont get latency with is if i put Audio device type to ASIO and audio device to Asio4all v2 but then the sound quality goes super bad
My audio interface is a Presonus audiobox usb 96
Hi all! I'm trying to figure out how I can stop using wires in my current PC/gaming setup. I also like to use my headphones for music (and everything else), but the wire really, really bothers me.
A friend of mine told me something about using a transmitter (???) or something to circumvent the bluetooth latency, but I don't even know how to begin researching that. I'd love it if I could get some recommendations for a setup like that. I want to stay in the $200-$600 range, ideally.
My main priorities are comfort, low latency, and sound quality. Thanks in advance!