I wrote this program because I was interested in how much faster a skilled player is than I am, the untrained once-in-a-while player. You must try to follow the unpredictably moving target analogous to the way you must aim on a wildly jumping opponent in a first person shooter game. More aboutĮxperimenting with the screen-mouse loop-back. Ought to be considered by selecting a monitor and should be covered in tests and hardware reviews! For assessing this I implemented a function to the program thatĬan measure the intrinsic delay of the whole loop: drawn graphics - display on screen - optical mouse - mouse driver and windows message system. The essence is, my large TFT screenĪdds another delay time to the graphics output! It seems to store at least one full frame before displaying it! For a pro gamer this effect should make a huge impact and While working on this, I wondered why I got results differing by ~20ms when running the program on my notebook and my full grown PC. You are free to enable 'wait for vsynch' in the graphic cards properties.įor a physicist like me the project is interesting because the program can determine you personal amplitude and phase response. Todays graphics cards should have no problem with rendering that few polygons with full refresh rate. The program is written in Delphi and uses OpenGl. You could call this delay time your 'personal ping' from eye to hand as it is also expressed in milliseconds (ms). This is a toy program to test your reaction speed or, more precicely, your eye-to-hand delay time under 'realistic' conditions. I have taken care to compare your reaction with what is actually visible on the screen at any time (except delays of the monitor). no dependency on the 'wait for VSynch' anymore. ![]() Have to have 2^n pixel size, for instance 256x256. bmp in the reaction.exe directory it will load and use them. if it finds image files 'crosshair', 'target', 'wall1', 'ceil', 'floor' either as.
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