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1345 points philosopher1234 | 106 comments | | HN request time: 0.352s | source | bottom
1. MuffinFlavored ◴[] No.34628720[source]
Met what ended up being a great friend in real life somewhere in some random IRC room looking for a 5th member to join my friend's group

He had a special CRT monitor to get the best refresh rate to be as competitive as possible for the game

Feels like a lifetime ago

replies(5): >>34628819 #>>34629194 #>>34630350 #>>34630754 #>>34636855 #
2. Waterluvian ◴[] No.34628819[source]
I was always amused by how many of my friends got crazy monitors but still just used headphones. Surround sound for 1.6 made the game incredibly unfair. Being able to hear specifically in what direction and volume footsteps were coming from was basically a wallhack. I would often use headphones because parents weren't the biggest fans of hours of that a night, and it was so crippling.

Funny enough, my semi-pro career (I made $60 total) ended when I abandoned my surround sound when moving out in undergrad.

replies(11): >>34629040 #>>34629104 #>>34629257 #>>34629261 #>>34629449 #>>34629648 #>>34630355 #>>34630437 #>>34630616 #>>34631131 #>>34633772 #
3. r9550684 ◴[] No.34629040[source]
sound blaster at some point allowed you to emulate exaggerated "3d sound" polyphony. I distinctly remember a control panel, where you could drag around surround sound speakers and it would attempt to emulate them in headphones.
4. MuffinFlavored ◴[] No.34629104[source]
> but still just used headphones

I haven't thought of Ventrilo/Teamspeak in years...

replies(1): >>34629150 #
5. Waterluvian ◴[] No.34629150{3}[source]
Ohhhh right that reminded me of another anecdote: sound cancellation wasn't really a working tech back then so my Vent buddies hated hearing my game. I would have a little earbud in connected to Vent on my other computer so I could hear them, but they'd always hear my game, so I ended up developing this half-assed skill of speaking only during quiet times.
replies(2): >>34629343 #>>34629406 #
6. Zurrrrr ◴[] No.34629194[source]
"He had a special CRT monitor to get the best refresh rate to be as competitive as possible for the game"

People like that always trying to compensate for a lack of skill

replies(3): >>34629275 #>>34629278 #>>34629770 #
7. kentonv ◴[] No.34629257[source]
Weird. My experience has always been that headphones are more effective at producing precise 3D sound than speakers. And intuitively, it seems like they should, because they can feed each ear with exactly the sound that ear should hear.

That said it does require that the game has good 3D sound generation, which isn't trivial, especially differentiating front and back which requires accounting for the shape of the human ear.

replies(2): >>34629324 #>>34629526 #
8. dopeboy ◴[] No.34629261[source]
Is this true? I used headphones all throughout my CS days. Stereo sound in headphones was enough to give a competitive advantage.
9. ackatz ◴[] No.34629275[source]
Meanwhile all of the best players in the world are using 240hz monitors…
replies(2): >>34629655 #>>34630732 #
10. w0m ◴[] No.34629278[source]
I wouldn't go that far. Those people are usually still in the top ~5%; just looking for any advantage.
11. Waterluvian ◴[] No.34629324{3}[source]
You generally need special headphones for that and they really didn't work that well 20 years ago. I don't recall there being any way to tell the Half Life engine or my sound card "output 6 channels to the headphones" and the engine wouldn't do A3D if it was a stereo device.

By having a 5.1 setup surrounding me (about 2 feet away in each direction, it was.. cluttered), the brain produces a surround sound effect the way it does in normal life.

An expert would have to speak further about how headphones can emulate that, but I don't recall it ever really being a thing in the early 2000s.

replies(4): >>34629573 #>>34630425 #>>34630827 #>>34632214 #
12. hackernewds ◴[] No.34629343{4}[source]
What is a vent
replies(1): >>34629381 #
13. Waterluvian ◴[] No.34629381{5}[source]
Vent aka. Ventrilo was a group voice chat application from about 20 years ago. You'd log into a server and have different "chat rooms" to be in, and it was voice-centric (and text to speech and many other features).
replies(1): >>34632043 #
14. totoglazer ◴[] No.34629406{4}[source]
Ventrillo, a voice chat program popular for gamers. I guess sort of 2002 era Discord.
replies(1): >>34632190 #
15. __alexs ◴[] No.34629449[source]
You only have ~2 ears, there is no need for 5.1 channel surround sound.
replies(3): >>34629567 #>>34629590 #>>34630034 #
16. peepee1982 ◴[] No.34629526{3}[source]
Since everybody's headshape and mass is different, it's hard to do binaural audio that works for everyone.

Also, I'm pretty sure the brain uses small movements of the head to know where sounds come from. So you'd have to have head tracking with virtually no latency.

A bunch of speakers in a circle around you don't have any of these issues.

replies(2): >>34630604 #>>34632158 #
17. peepee1982 ◴[] No.34629567{3}[source]
Hearing is more involved than taking sensory input from two sources. If it weren't, there wouldn't be mixing and mastering engineers using speakers. Which they mainly do.
replies(2): >>34629702 #>>34635626 #
18. kentonv ◴[] No.34629573{4}[source]
I have a vivid memory of playing Doom 2 on a 486 in the 90's, hiding in a building with a cyberdemon circling around the outside, and being able to tell exactly where he was based on sound alone. Needless to say Doom produced no more than 2 channels of audio.

Interestingly Doom's audio code was licensed from a third party. When they open sourced it, they had to rewrite that part; I think Carmack said he backported Quake's code. I wonder if that third-party code was just really good or something.

replies(1): >>34631971 #
19. tuetuopay ◴[] No.34629590{3}[source]
We only have ~2 eyes, there is no need for a third dimension!
replies(2): >>34629735 #>>34632542 #
20. dbttdft ◴[] No.34629648[source]
You already get 99% of that "wallhack" by having stereo headphones. The game is mostly flat.
replies(1): >>34629751 #
21. Zurrrrr ◴[] No.34629655{3}[source]
I didn't say refresh rate didn't matter. Buy buying a new CRT in the late 90s with a slightly better refresh rate isn't going to be much of an advantage.
replies(1): >>34630465 #
22. voxic11 ◴[] No.34629702{4}[source]
Pretty sure they use speakers because they are mastering primarily for speaker setups. Not because it increases the accuracy of location information encoded in the sound.
replies(1): >>34639292 #
23. voxic11 ◴[] No.34629735{4}[source]
You only need a 2D display to create fully 3d images (see the 3DS for an example).
24. Waterluvian ◴[] No.34629751{3}[source]
For casual level play it’s indeed fine. But the “flatness” of a level doesn’t really mean much. You want to know which specific part of a nearby room someone is in. To the left… in front? Behind? Are they going through the hallway or cellar in cs_italy?

Like any game, you get huge value out of slight advantages when you get to the more high level skill.

replies(3): >>34630113 #>>34630422 #>>34633964 #
25. dbttdft ◴[] No.34629770[source]
Bad monitors are just a gimped setup. Ungimping your setup doesn't mean compensating for a lack of skill. 60Hz LCDs are extremely hard on the eyes because of the large amount of motion blur inherent to displaying something at 60Hz without strobing. They also had very bad pixel response in 1999. They also had medium-high input lag depending on the model and what colors are being displayed on the screen. You also wanted a high end CRT for both better still image sharpness and better refresh rate (lots of them only did 60Hz or 75Hz, and anything that maxed out at 75Hz probably had bad focus, because focus decreases as you raise the refresh rate). Once you start fixing your system (changing mouse polling rate from 125Hz, disabling mouse acceleration), the monitor is just one more thing to fix. All of this is needed just to be able to game competently with the top say, 50% of players (unless your play style just avoids aiming).

I remember in UT99 for years always running into situations where my aim was slightly off in situations where I was dead sure it should have hit. Turns out it just used the mouse acceleration feature in windows: the speed at which you move the mouse influences how far the crosshair (or cursor) moves. Once I disabled that I became about 5x better. The next big jumps were turning off vsync (and making sure it doesn't turn itself back on) and going back to CRT from LCD.

replies(2): >>34629907 #>>34630162 #
26. Zurrrrr ◴[] No.34629907{3}[source]
Yeah that's a lot of "gold wire gives better sound" vibes.

Yes, all of that stuff can make a slight difference, but at the end it's not going to be a determining factor in your skill.

replies(2): >>34631182 #>>34631329 #
27. nonowrong ◴[] No.34630034{3}[source]
Did you stop to think for two seconds before posting this? People can tell where a sound is coming from in a 3d space. That’s why you can tell the difference between a sound directly in front of you and directly behind you.
replies(3): >>34630327 #>>34632160 #>>34691954 #
28. justsomehnguy ◴[] No.34630113{4}[source]
>cs_italy

FYI there are AMA thread from makers of it on Reddit somewhere.

A quite fun read.

29. brezelgoring ◴[] No.34630162{3}[source]
In cycling there's a term called MAMIL, which means 'Middle Aged Man in Lycra'. It represents a grown man, clearly out of shape, with the latest and greatest equipment that probably cost him north of tens of thousands of dollars, singing praises about about the edge his equipment gives him over everyone else - whilst sporting legs worth about 5 dollars.

I play RTS games, which don't need any fancy equipment to play and win, but still don't believe you need a 5K USD monitor to play CS.

My point is those things that cost money don't help win, reader, unless you're talking about those Nike sprinting shoes that were all the rage in the Olympics last year, those things rule.

replies(3): >>34630416 #>>34630488 #>>34630802 #
30. uxp100 ◴[] No.34630327{4}[source]
You can easily create sound in front of and behind you with headphones.
replies(1): >>34630967 #
31. ◴[] No.34630350[source]
32. ceedan ◴[] No.34630355[source]
Surround sound was unnecessary. As long as you had stereo headphones you were fine. I had cheap headphones, expensive headphones and even won headphones at LAN events. Directional audio was never an issue on any headset I'd played with. I tested them all with this video - https://www.youtube.com/watch?v=IUDTlvagjJA

The only headphone issue I had in my decades of playing CS were with open ear headphones (Sennheiser HD555) that reduced the punchiness of bass and made footsteps more difficult to hear in CSS which was a terrible game with terrible audio.

33. dbttdft ◴[] No.34630416{4}[source]
Yes I'm well aware of the consumer whore, but you don't understand, none of this is about money, it's about proper configuration.

Vsync: Unbearable amount of input lag, feels like you're moving your mouse in molasses. It can be disabled for free by setting an option. (the amount of lag decreases as refresh rate increases. 60Hz vsync was the worst thing ever. 120Hz is somewhat acceptable).

Me and my friends actually enable vsync from time to time to train ourselves to rely on aim less.

125Hz mouse: Visibly jittery. Just set it to 1000Hz, works on most mice even from 1999.

60HZ CRT: Kills your eyes due to flashing. Get 75Hz

75Hz CRT: Might have bad focus. Get one with good focus

60HZ LCD: Kills your eyes due to motion blur. Suggest 120Hz at bare minimum (yup, motion blur decreases as refresh rate increases). Some models lag as bad as vsync, just get a model that doesn't lag. This has nothing to do with cost, it's a common firmware bug that some models have some don't.

120HZ/240Hz LCD: Might be some garbage with so much overshoot that it's just as bad as the slow pixel response it tried to prevent. Get one without that issue

replies(2): >>34631852 #>>34632630 #
34. Hikikomori ◴[] No.34630422{4}[source]
You can just move the mouse horizontally slightly and you'll know the direction of the sound instantly.

Stereo is not for casual play, it's clearly the opposite as here's not a single professional player that uses surround to my knowledge.

35. rzzzt ◴[] No.34630425{4}[source]
The Sierra version of Half-Life had EAX support, IIRC, with strangely long reverberations each time you walked on something made out of metal. claaang
replies(1): >>34630977 #
36. Hikikomori ◴[] No.34630437[source]
How many pro CSGO players use surround?
replies(1): >>34630586 #
37. nrb ◴[] No.34630465{4}[source]
The difference was pretty drastic. My NEC FP2141SB in the early 2000s ran 1280x1024 @ 100hz, those Diamondtron/Tronitron tubes were next-level for their time even though they were super finicky.
replies(1): >>34630844 #
38. Zurrrrr ◴[] No.34630488{4}[source]
It's exactly this. People blow money on things they think give them even a slight advantage. At least, people who have money do.

Then again, a fool and his money are soon parted.

replies(1): >>34633121 #
39. dvlsg ◴[] No.34630586{3}[source]
Pro players almost definitely all use headphones, because they're typically on stage for tournaments with their teammates right next to them and their opponents somewhere nearby.

But even when they're not on stage, they're often in the same room with their teammates. And even if that isn't the case for some reason and a player is in their own room, winning those tournaments is generally the highest honor, so pro players would likely want to practice as close to tournament conditions anyways.

Directional audio over headphones is surprisingly good nowadays, though. HRTF is pretty cool stuff.

replies(1): >>34630712 #
40. teawrecks ◴[] No.34630604{4}[source]
The latency issue would be in the timing of samples between the sound drivers, not from the game to the sound port. The sound data could take 50ms+ to make it through the DAC, but as long as it plays the signal to each driver with enough precision relative to the other (and assuming the response of the driver is sufficient), your brain would get the orientation info. The frames you're seeing are already around 50ms late for most games anyway (unless you're playing the game at hundreds of fps, which is very possible with cs1.6), and mouse latency is between 50-100ms.

Head tracking wouldn't be necessary because you're always looking straight at the screen and the camera is always aligned with your character's head. You're never going to physically turn your head to get a better angle on a sound source, you'll just turn in game.

replies(2): >>34631876 #>>34639245 #
41. krolden ◴[] No.34630616[source]
I have no problem sondhacking with my 2.1 setup.
42. Hikikomori ◴[] No.34630712{4}[source]
And because surround is mostly useless, if not messing up sound. With stereo all you need is to move your mouse horizontally to locate the exact direction of any sound.
replies(1): >>34630777 #
43. kcb ◴[] No.34630732{3}[source]
Most of them purposely gimp themselves by running in 4:3. I've watched major tournament losses due to pro players not being able to spot someone they would if they were running widescreen.
replies(2): >>34632042 #>>34632296 #
44. glonq ◴[] No.34630754[source]
I know a couple that got married after meeting in CS1.6 Wild!
45. dvlsg ◴[] No.34630777{5}[source]
Yeah, for sure.

There are other considerations as well - if game sound is coming over loud speakers, you run the risk of it also being picked up by your microphone when you try to communicate with your teammates.

46. robbs ◴[] No.34630802{4}[source]
A high refresh rate monitor does help in measurable ways.

https://www.youtube.com/watch?v=F2dPIHPNOeY

You don't need to spend lots of money to get 120+hz screens. They can be had for $150 if you're willing to make compromises.

replies(1): >>34633323 #
47. pprotas ◴[] No.34630827{4}[source]
You are the first person I’ve ever seen talk about how a surround sound speaker system is better for competitive shooters than stereo headphones, but I might be showing my age here since you are talking about the 2000’s :P
replies(1): >>34631477 #
48. dbttdft ◴[] No.34630844{5}[source]
Yeah the range of CRT quality was huge and visible. Those were a type of product where price actually correlated to quality. With an LCD you could pay $1000 for a "gaming" model and still get something that has basic issues like high input lag or strong overshoot. With CRT it meant the screen is now flat, the image is now bigger than 17", and the focus is now sharper.
49. Avamander ◴[] No.34630967{5}[source]
Accurate positional audio from a stereo source is far from easy.
replies(2): >>34631321 #>>34691961 #
50. florbo ◴[] No.34630977{5}[source]
You had to tweak a lot of settings with EAX to make it sound decent, but you could also configure it so you could hear extreme distances, giving you quite the advantage. I bought a Sound Blaster Audigy Gamer card because of that. I had a huge config file that set all sorts of network settings, and even bound PgUp/Dn to cycle through various ex_interp values.. lol
51. sC3DX ◴[] No.34631131[source]
audio spatialization has gotten really fancy in games. We can trick your eat into thinking sounds are coming from any direction with a combination of filters, delays, attenuations, etc. Of course it's not as good as the real thing but it is still very convincing (and certainly good enough to be competitive in CS these days).
replies(1): >>34635289 #
52. r9550684 ◴[] No.34631182{4}[source]
you're skeptical but you had to have been there! cheap 90s hardware was jank, and characteristics you take for granted, because they are on standard issue hardware today, were only available on high end expensive machines.

in Eastern Europe we had computer clubs, which were like internet cafes, but without internet. you went there to play lan games, paid by the hour. they were usually packed, and people were usually decent. you had computer club rats, and I was one of them. I played q1, q2 and then cs for money. you show up to a club, strike a pose, "your club's cs fu are that of a dog, I challenge any one of you lamers to de_dust 1x1 deagle only", and then sometimes if you met your match you'd put cash up. even working, well maintained hardware ranged in quality to the point of making significant difference to a game. you always carried your own mouse at least (and sometimes a keyboard), and a config on a floppy disk. but the one thing you learned to spot were monitor makes and brands, for the reasons guy you responding to stated. in fact, occasionally computer club admins in collusion with their house teams will put you on a machine with poor monitor. if you had big team vs team match planned, you'd schedule an outing to a downtown club with known high refresh rate monitors and quality hardware (they were never "the club next door" and their hourly rate was usually higher) to both level the playing field and provide peak possible playing experience.

replies(1): >>34631284 #
53. Zurrrrr ◴[] No.34631284{5}[source]
You don't get it: I WAS there. I'm almost 40. I was playing CS from the very start.

I maintain that the people spending tons of $$$ to try and get an advantage in CS are mostly trying to buy skill, and it never works.

replies(2): >>34631487 #>>34633250 #
54. neoromantique ◴[] No.34631321{6}[source]
It's even harder with surround setup.
55. Seanambers ◴[] No.34631329{4}[source]
In computer gaming (RTS / FPS) equipment matter, especially in FPS. Not to mention your internet connection.

I would guesstimate about 100% more effectiveness compared to a subpar setup. Meaning all else equal the guy with the better setup would win an encounter twice as often.

You also need to know about all of the configuration steps to maximize advantage. What might look superhuman on youtube for instance may very well just be a good setup.

replies(2): >>34631523 #>>34639072 #
56. qup ◴[] No.34631477{5}[source]
No, I played CS1.6 and I wouldn't consider playing without my headphones.

I didn't have a surround sound system because I was a teenager, but I knifed thousands of noobs coming around the corner wall in iceworld because they were too dumb to walk.

I'm guessing it was an identical effect to the surround sound, it was basically radar. You could hear people across nearly the whole iceworld map.

57. r9550684 ◴[] No.34631487{6}[source]
well, my anecdote was supposed to demonstrate that I have a direct lived experience where hardware made a significant difference, everyone knew it made significant difference, and both that knowledge and the implications of that knowledge were part of the social game, because money and prestige was riding on it.

it is also from the world that's entirely unconnected to the American obsession with "buying the best skiis, recommended by the skiing daily magazine, before ever getting to a slope", which is a real thing, and I agree with you there.

there's definitely a Boris somewhere in the middle of nowhere who can cyka blyat on a 60mhz crt and a pentium 4 in cs:go to this day smh, and there's also a lamer with souped up ryzen who can't aim for shit. but all else being equal competitive advantage from hardware is not always and not exclusively "golden vacuum tube amp connectors".

58. Zurrrrr ◴[] No.34631523{5}[source]
Sure, internet matters.

Equipment matters less these days.

All I'm saying though, is if you're a crappy player, it's not because of your equipment, and buying better equipment won't make you a better player.

replies(1): >>34633040 #
59. fergal_reid ◴[] No.34631852{5}[source]
Is this actually true, or BS? If true, can someone explain?

My mental model is that vsync will lock the framerate to the same as the monitor refresh.

So if monitor is 60hz, my games graphical update rate runs at 60fps.

Let's say without vsync, my graphical update rate would generously go up to 120hz.

Worst case we're talking about an additional input latency due to vsync of maybe 1/60s? 16ms?

I don't believe 16ms is significant for non pro level eSports players and even skeptical it's a big factor at that level.

What am I missing here?

I could understand if the get clock speed was tied to the graphical update rate but I presume that's not the case for CS, server side game etc; or even if it was it's still not going to be that material.

I'm just skeptical - what am I missing here?

Is the mouse input code tied to graphical clock rate or something in some surprising bad way?

replies(5): >>34632427 #>>34632902 #>>34633180 #>>34633634 #>>34636256 #
60. ace2358 ◴[] No.34631876{5}[source]
I’m surprised to hear 50ms for audio processing. I’m a music producer and I can feel it at about 20ms of latency. (Pressing key on keyboard (musical) to hearing sound)

I would have thought video games wouldn’t have more latency than audio production software.

replies(3): >>34632830 #>>34637572 #>>34639251 #
61. deadbunny ◴[] No.34631971{5}[source]
I had the same experience with doom 2; heard an Imp fireballing me directly behind me so perfectly I spun around in my chair.
62. deadbunny ◴[] No.34632042{4}[source]
The reason they run 4:3 on 16:9 monitors is to stretch the horizontal and make their targets effectively larger on their screen.

Obviously that comes with downsides as you mention.

replies(2): >>34633646 #>>34644316 #
63. anthk ◴[] No.34632043{6}[source]
Like Mumble?
64. kentonv ◴[] No.34632158{4}[source]
TBH a bunch of speakers seems like it would be much worse.

If you had an infinite matrix of speakers located at every possible point relative to your head, then you could play each sound from the exact speaker representing the correct direction, and get perfect 3D audio. Maybe it would even be sufficient to have a sphere of speakers around you, or even a circle if elevation isn't relevant in most games.

But in practice we don't have any of those. We have 4 or 5 speakers roughly arranged around the player. If one of those 4 or 5 directions happens to be exactly what you need, then great, play the sound from that speaker and you're good. But if not, then what?

The brain decides the direction of sound based primarily on the relative latency between when it is heard in each ear [0]. How do you create a precise time difference when you have 4-5 different speakers each of which can be heard by both ears?

Plus the game doesn't even usually know exactly where the speakers are located relative to the player's head. Exactly how far away are they? Are the front speakers closer than the back?

With headphones, none of this is a problem. The game can precisely control exactly what the person hears, including precisely controlling interaural time difference.

[0] https://en.wikipedia.org/wiki/Interaural_time_difference

replies(2): >>34639281 #>>34639285 #
65. veec_cas_tant ◴[] No.34632160{4}[source]
I remember being blindfolded in high school science class and testing this by having someone clap two sticks together around my head. Surprisingly difficult to tell if something is in front or behind you.
66. rightbyte ◴[] No.34632190{5}[source]
Like Discord but with like 10ms latency to your friends in the area and no fancy pancy filters adding group delay when you speak.

Overall a way superior experience to what we have today.

I remember having actual effortless conversations on Ventrilo. Nowadays speaking in Discord or MS Teams or what ever is exhausting since you interrupt each other due to the delay.

Phones have also gotten worse. It would be interesting to see a number of round trip "ping" for different Voip providers and phone systems ...

67. garaetjjte ◴[] No.34632214{4}[source]
Surround audio using headphones needs HRTF: https://en.wikipedia.org/wiki/Head-related_transfer_function. There is no single profile that works for everyone though, because it is dependent on head and ear shape.
68. the_doctah ◴[] No.34632296{4}[source]
Don't you think pros would run widescreen if it was an actual advantage?
replies(1): >>34644330 #
69. hackerman_fi ◴[] No.34632427{6}[source]
The vsync latency is real and unbearable in some games. I think it uses a queue/buffer for frames which can cause latencies of multiple frames.
70. kllrnohj ◴[] No.34632542{4}[source]
You meant this as a sarcastic response, but literally all VR headsets are just 2 displays, 1 per eye. The same thing is true about audio & ears. If you've got a speaker that you know is dedicated strictly to a single ear, then all you need is 2 speakers to simulate audio coming from anywhere.

It's called HRTF and it's not at all a new technology. All you actually need is stereo headphones to have 3d positional audio.

71. sjm ◴[] No.34632630{5}[source]
100%. At my peak of competitiveness I played CS and QuakeWorld 640x480 on a 170hz CRT with my Intellimouse overclocked to 1000hz. Movements in game felt like an extension of my arms/hands and getting into a flow state was so easy. I have a 144Hz LED now and it's nice, but not the same.
replies(1): >>34637175 #
72. kentonv ◴[] No.34632830{6}[source]
My DDR setup -- a Windows gaming PC connected to a pretty standard stereo receiver -- has 70ms total latency between button press and audio. That's more than enough to make the game unplayable, except that of course StepMania lets me configure it to pretend button presses occurred 70ms in the past.
73. leetcrew ◴[] No.34632902{6}[source]
it's true that all of these things make a pretty noticeable difference when you know what to look for. but you're not going to recognize 60hz or vsync as "unplayable" unless you're very accustomed to playing on a better setup.

> I could understand if the get clock speed was tied to the graphical update rate but I presume that's not the case for CS, server side game etc; or even if it was it's still not going to be that material.

in cs source, the client could not send updates to the server at a faster rate than it was drawing frames. in other words, if you were playing on a 66 tickrate server but only rendering 50 FPS, you were actually losing some simulation fidelity. of course, if you're not the type of person to notice your frame rate dropping to 50 in the first place, you would probably also not notice this consequence. just an interesting technical fact.

replies(1): >>34636421 #
74. kube-system ◴[] No.34633040{6}[source]
It depends. Being a couple milliseconds faster won't make a difference if your reaction times are a hundred milliseconds slower than your opponent. But there's a lot of junk today that didn't exist in years past. Buy some cheap bluetooth accessories and you might just end up with latency that is orders of magnitude worse than devices from the 90s.
75. eertami ◴[] No.34633121{5}[source]
Or because the experience is just noticeably improved...

I could play tennis with a 30$ racket from ALDI but it would be a lot less fun.

I bet you use a high resolution monitor for work? You could argue that is blowing money on something for even a slight advantage, since you could do the same work on a 15" 1024x768 monitor too. Oh, but the experience sucks? Yeah exactly - that's why people want to improve their gaming experience even if those people are casual/only playing as a recreational hobby.

replies(1): >>34636117 #
76. r9550684 ◴[] No.34633180{6}[source]
if you have 0 input delay, worst case latency is still 32ms, because your input might come in when back frame is ready, but blit hasn't happened yet: render frame A, input comes in, blit frame A, render frame B, blit frame B.

but your input delay is not 0, so your input might come in before frame A above, but frame A doesn't reflect input yet, which makes your worst case input latency 48ms: input comes in, blit ..., render frame A, blit frame A, render frame B, blit frame B.

there are also bad vsync implementations, that by virtue of being enabled, introduce further delay between state and graphics. or if fps drops under refresh rate, things go out of sync, and your vsync becomes a compounding effect.

finally vsync delay existing in addition to whatever other delays. a 30ms delay for whatever reasons, becomes an 80ms delay because vsync on top.

replies(1): >>34637528 #
77. _puk ◴[] No.34633250{6}[source]
Does that count for cable internet too?

We were one of the first to get cable in the area, so our ping was generally about 5ms..

This was when many others were still on bonded ISDN for a (nice stable) ping of about 120ms or dial up (150+ ping).

That made up for a lot of skill :D

78. zerd ◴[] No.34633323{5}[source]
LTT also tested this for FPS games and both professionals and casual gamers improved significantly going from 60HZ to 144+. https://www.youtube.com/watch?v=OX31kZbAXsA
79. enragedcacti ◴[] No.34633634{6}[source]
>Worst case we're talking about an additional input latency due to vsync of maybe 1/60s? 16ms?

its generally closer to 2 frames with V-Sync [1][2]

> I don't believe 16ms is significant for non pro level eSports players and even skeptical it's a big factor at that level.

It actually is fairly significant. LTT did a series of tests with pro players in CS:GO focused on monitor refresh rate, but one test they did was 60hz/60fps vs 60hz/300fps and found that reducing the render latency drastically improved performance despite the display still being locked to 60hz.

https://youtu.be/OX31kZbAXsA?t=1911

[1] https://displaylag.com/reduce-input-lag-in-pc-games-the-defi...

[2] https://www.cse.wustl.edu/~jain/cse567-15/ftp/vsync/index.ht...

replies(1): >>34636397 #
80. mywittyname ◴[] No.34633646{5}[source]
i'm kind of surprised this isn't considered cheating. It's effectively zooming in.
81. saiya-jin ◴[] No.34633772[source]
Friend painted dot in the center of his screen with permanent marker for sniper rifles, especially strongest one became 1-off shotgun. We hated him for that
82. least ◴[] No.34633964{4}[source]
I was around CAL-M level in 1.6 and I never had a surround sound setup, but I'm unconvinced that it has any meaningful benefit over headphones, which worked perfectly fine for intuiting where someone was. That's hardly a real benefit in higher level play, anyway because you know where everyone could be, anyway, and your movement is dictated by that knowledge as well.
83. MonaroVXR ◴[] No.34635289{3}[source]
I figured this out already with speakers and definitely with headphones.
84. jacobsenscott ◴[] No.34635626{4}[source]
Give this a go, with headphones https://www.youtube.com/watch?v=4BltHXngvlk
replies(1): >>34639311 #
85. Zurrrrr ◴[] No.34636117{6}[source]
I'm talking about when there is no noticeable difference in experience, except in peoples minds.

I'm obviously not denying there are times when there would be objective improvements, that just isn't what I was referring to.

86. dbttdft ◴[] No.34636256{6}[source]
It impacts even casual game play.

Run a monitor at 60Hz. Run whatever FPS locker you want (whatever the game has built in, RTSS, etc) at 60FPS then run with the frame locker removed but vsync on. The average person will notice the huge difference. It will be impossible to aim on the latter without getting used to it, and even then you'll still miss lots of shots that you know you should have hit.

87. dbttdft ◴[] No.34636397{7}[source]
uggh.

> [1]

They got Freesync having less lag than no synchronization which means their measurements are likely wrong.

> [2]

All the lag can be calculated on paper, why do they need an empirical study? Their definition of triple buffering is one of following: One is FIFO, used by Microsoft, which causes even more lag than just double buffered. The other is some obscure mode I barely even remember that is incorrect because it drops or doubles various frames.

88. dbttdft ◴[] No.34636421{7}[source]
60Hz vsync literally feels worse than 50FPS/60Hz uncapped. I believe 32ms of input lag is not in itself blatantly noticeable. But on top of the base lag of every single game made after 1998, it's extremely bad.
89. gt565k ◴[] No.34636855[source]
Was scouring ebay back in the day for those samsung CRT monitors that could get 100+hz on 800x640 resolution so I can frag like a pro gamer :D
90. dbttdft ◴[] No.34637175{6}[source]
Yeah that "connected feeling" is what people should talk about when talking about input lag.

> LED

It's actually still an LCD. The manufacturers calling them "LED monitors" is a scam, they just changed out the backlight from CCFL to LED, and it has little to no different characteristics, visually. They actually made billions of dollars from that scam (as in, people straight up buy it thinking it solves viewing angle shift) and nobody noticed, it's pretty funny.

91. dbttdft ◴[] No.34637528{7}[source]
Here's how I see it:

99% of the time a game after 1998 or so says "vsync" it means double buffered vsync, so I'll explain that version.

Let's say the game renders frames instantly.

Without vsync but locked at 60FPS, an input can take up to 16ms to cause an effect on the monitor because the game loop only applies and renders pending inputs once every 16ms at this framerate. Each input will have between 0ms and 16ms of lag.

In double buffered vsync at 60Hz, its the same thing: the game loop applies and renders pending inputs once every 16ms. But now the frame is not shown on the monitor right away. Instead, the loop waits for the monitor to be ready. And because the loop will restart right after that, this wait will always be another 16ms. Each input will have between 16ms and 32ms lag.

Of course if your render takes more than 16ms you will have more issues, but that's not the problem here. Even with a computer that renders instantly, the lag will be too much.

And yes this will be on top of the already existing lag of the game and peripherals.

I don't understand how you get 48ms. If I have a mouse with 4ms of lag, it will just add a constant 4ms to the total making worst case 32ms + 4ms. I did think it was 48ms at some point but now I think I just imagined it.

replies(1): >>34650159 #
92. dbttdft ◴[] No.34637572{6}[source]
It wouldn't surprise me in todays market but humans are much more sensitive to audio than visual. That's why in audio production ~10ms is the max tolerable limit IIRC.
93. thaumasiotes ◴[] No.34639072{5}[source]
> I would guesstimate about 100% more effectiveness compared to a subpar setup. Meaning all else equal the guy with the better setup would win an encounter twice as often.

What does that mean? You mean if player A can beat player B 70% of the time, then once player A upgrades his equipment he'll beat player B 140% of the time?

Do you mean that if player A can beat player B 20% of the time, then after upgrading his equipment his win rate will jump to 60%?

Neither of those seems at all plausible, and one is gibberish, but those are the only two ways I can think of to interpret "win an encounter twice as often".

94. peepee1982 ◴[] No.34639245{5}[source]
You're right, but if the head can't move, you'll aquire less spatial information. That's what I was trying to say.
95. peepee1982 ◴[] No.34639251{6}[source]
Since most games don't even let you choose dedicated ASIO drivers for output, I'm not surprised at all. I think 50ms for gaming is okay.
96. peepee1982 ◴[] No.34639281{5}[source]
My whole point was that the headphones move with the head, so your brain can't deduct spatial information from head movements.

If I mount your head in a fixture and play a sound, you won't be able to place it in three-dimensional space. Only on a 2D plane.

As soon as I let you move your head, you have a much better chance of guessing where the sound comes from.

replies(1): >>34641672 #
97. ◴[] No.34639285{5}[source]
98. peepee1982 ◴[] No.34639292{5}[source]
Nope. Because headphones don't give you sound pressure fluctuations in your body, and because the depth (not width!) perception is all messed up when using headphones.
99. peepee1982 ◴[] No.34639311{5}[source]
Yeah, it's a lot better than without the transfer function. It just doesn't react to my head movements, which speakers do (by staying stationary relative to my head)
replies(1): >>34646924 #
100. kentonv ◴[] No.34641672{6}[source]
Yes, I understood your argument. However, your brain does not primarily use head movement to judge location. It primarily uses interaural time difference. Head movement may have some effect (your brain is a neural network trained to use all signals available to it), but ITD is the main factor, at least for most people.

Moreover, it's not clear that 4 point sources of audio can accurately reproduce real-world effects for the purpose of head movements, either.

101. kcb ◴[] No.34644316{5}[source]
Most pros don’t actually stretch their screen. They just run letterbox. https://docs.google.com/spreadsheets/d/1UaM765-S515ibLyPaBtM...
102. kcb ◴[] No.34644330{5}[source]
One would think.
103. jacobsenscott ◴[] No.34646924{6}[source]
Sure, but your screen doesn't move, so your head doesn't move much either.
104. r9550684 ◴[] No.34650159{8}[source]
you're right, I fucked it up with 48ms logic. an input lag will go to a second 16ms cycle instead of the first one, rather than somehow magically creating a third one
105. __alexs ◴[] No.34691954{4}[source]
Positional audio in video games exists and is good. Try playing Rainbow Six: Siege. With the right signal processing you only need 2 sound sources.
106. __alexs ◴[] No.34691961{6}[source]
Try playing Rainbow Six: Siege. You can accurately shoot people through walls just by listening to their footsteps.