VolCoMx_x & Minnesota, iirc electricity travels @ more than 90% the speed of light (edit: aww DrJustice said 2/3, let's take 2/3
That's still way fast enough considering the distance the signal has to travel
). The latency doesn't come from the time the signal takes to travel through wires. Most of the latency is due to buffers, refresh rates, calculations times etc.
Look at my tests results on page 5: driver CP or dxtweak take 56ms to display your input. This is from physical input on the controller to visible result on screen, thus including signal travel time, USB refresh, bufferings, display latency etc.
If we look at shift2 delay to display input with the telemetry or the ingame st. wheel it adds 70 to 100ms to this time, when F1 2010 manage to add only 25ms.
Of course this is not really relevant as what import the most is car's reaction time, but ingame st. wheel taking twice the time in shift2 than it does in F1 2010 is ominous I think.
We'll have a clearer view on this when the car's reaction time test is done with other games. Then, there will be no doubt if shift2 has room for improving latency or not.
But if we take 56ms as the absolute best reaction time obtainable, then we have:
- a game running above 70 fps -> one refresh every 14.3ms
- a physics engine refreshed at 400hz -> one refresh every 2.5ms
We have to take twice those values, because when the "signal" (info) reaches a given point, let say 3D refresh for example, if this refresh just began the signal will be delayed by 1 refresh (the one which just started when the info arrived) + another refresh after the info finally was able to enter the loop.
So we have (14.3+2.5)x2 = 33.6ms as the
worst case concerning the part of the total latency due to 3D and physics refresh.
Even if we double this again to take into account other parts of the code we would have: 56+ 33.6x2 = 123ms. And shift2 cars take 230ms to react to actions on the controller...
What does the game do during those 125ms delta ? That's more than 7x the times needed for 1 complete 3D refresh (@70fps) + 1 complete physic refresh.
Any buffer latency, signal travel time, display lag, haven't to be taken into account as they already are also present in the 56ms for the driver CP / dxtweak test. The 125ms delta can only come from the game itself imo.
Bad news is many people doesn't mind / notice the latency. And most of the money from games sales is done during the first few weeks after release. So there is no doubt EA doesn't care much about fixing this.
The only chance we have is that Griff said at nogrip SMS was willing to support the game with a few more patches because they own the technology. Thus improving it now is not a pure loss of time for them, as they will re-use this tech in their next racing games.
So let keep fingers crossed, and if all people here noticing latency could voice it at nogrip in Griff thread it will certainly help to convince him that SMS should look at it to try to improve it. Atm, he only has theorical figures about shift2 latency. That's why I'm posting my test results in his thread as I'm certain SMS haven't done that kind of test to check their game latency. But if I'm alone complaining about this at nogrip Griff will certainly don't care about it, even if I come with valid proofs.
For patch2 they have spent time to add a new graphic detail level, which will no doubt benefit a few players only, with very high end PC... Is it really what was the most important for a racing game ? (and especially one suffering a high input latency !)
So, if you are annoyed by shift2 latency, on PC or console, voice it at nogrip in Griff post !
I like this game, but as some people here I think we are missing a lot of its potential due to latency
Btw ISR shift2 final review, which was done with patch1 applied, also agreed latency was still there and that is was too high. That the player doesn't feel the tyres being connected to the road as irl on in other simulations.