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Akimitsu Hogge (Software Engineer, Activision)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: TBD
Audience Level: All
Low input latency is a key element to a satisfying experience in competitive games, but thinking about latency in games with many parallel timelines can be non-intuitive. This talk will tackle latency by analyzing the path that data flows through a game engine, all the way from the controller sample to the video scan-out hardware. By identifying and measuring wasteful segments on this path, a dynamic throttle can be implemented to squeeze the input sample as close to the end of the frame as possible without dropping frames. Special attention will be placed on how latency is introduced in the interaction of the GPU and display scan-out timelines when VSync is enabled.
Attendees will gain an intuition for how input latency works in game engines, especially in the interaction between the GPU and display scan-out. They will learn a general strategy for reducing latency by throttling the input sample, as well as the trade-offs that must be considered when designing the throttle.
The talk is targeted towards engine programmers, and at least some of the concepts should be applicable to all game engines large and small. The content is skewed towards a rendering perspective, but no specific rendering knowledge