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Display lag is a
phenomenon A phenomenon ( : phenomena) is an observable event. The term came into its modern philosophical usage through Immanuel Kant, who contrasted it with the noumenon, which ''cannot'' be directly observed. Kant was heavily influenced by Gottfried W ...
associated with most types of
liquid crystal display A liquid-crystal display (LCD) is a flat-panel display or other electronically modulated optical device that uses the light-modulating properties of liquid crystals combined with polarizers. Liquid crystals do not emit light directly but in ...
s (LCDs) like smartphones and computers and nearly all types of
high-definition television High-definition television (HD or HDTV) describes a television system which provides a substantially higher image resolution than the previous generation of technologies. The term has been used since 1936; in more recent times, it refers to the g ...
s (HDTVs). It refers to latency, or
lag Lag, or similar, may refer to: Lag * Łąg, Poland * Lag (company), a French guitar maker * Lag (cue sports), a brief pre-game competition to determine which player will go first * Latency (engineering), a slower response time in computing, com ...
between when the
signal In signal processing, a signal is a function that conveys information about a phenomenon. Any quantity that can vary over space or time can be used as a signal to share messages between observers. The ''IEEE Transactions on Signal Processing'' ...
is sent to the display and when the display starts to show that signal. This lag time has been measured as high as or the equivalent of 3-4 frames on a 60 Hz display. Display lag is not to be confused with
pixel response time In technology, response time is the time a system or functional unit takes to react to a given input. Computing Response time is the total amount of time it takes to respond to a request for service. That service can be anything from a memory ...
, which is the amount of time it takes for a pixel to change from one brightness value to another. Currently the majority of manufacturers quote the pixel response time, but neglect to report display lag.


Analog vs digital technology

For older analog
cathode ray tube A cathode-ray tube (CRT) is a vacuum tube containing one or more electron guns, which emit electron beams that are manipulated to display images on a phosphorescent screen. The images may represent electrical waveforms (oscilloscope), pictu ...
(CRT) technology, display lag is nearly zero, due to the nature of the technology, which does not have the ability to store image data before display. The picture signal is minimally processed internally, simply for
demodulation Demodulation is extracting the original information-bearing signal from a carrier wave. A demodulator is an electronic circuit (or computer program in a software-defined radio) that is used to recover the information content from the modulated ...
from a radio-frequency (RF)
carrier wave In telecommunications, a carrier wave, carrier signal, or just carrier, is a waveform (usually sinusoidal) that is modulated (modified) with an information-bearing signal for the purpose of conveying information. This carrier wave usually has a m ...
(for televisions), and then splitting into separate signals for the red, green, and blue
electron gun An electron gun (also called electron emitter) is an electrical component in some vacuum tubes that produces a narrow, collimated electron beam that has a precise kinetic energy. The largest use is in cathode-ray tubes (CRTs), used in nearly ...
s, and for the timing of the vertical and horizontal sync. Image adjustments typically involve reshaping the signal waveform but without storage, so the image is written to the screen as fast as it is received, with only
nanoseconds A nanosecond (ns) is a unit of time in the International System of Units (SI) equal to one billionth of a second, that is, of a second, or 10 seconds. The term combines the SI prefix ''nano-'' indicating a 1 billionth submultiple of an SI unit ( ...
of delay for the signal to traverse the wiring inside the device from input to the screen. For modern digital signals, significant computer processing power and memory storage is needed to prepare an input signal for display. For either over-the-air or cable TV, the same analog demodulation techniques are used, but after that, then the signal is converted to digital data, which must be decompressed using the MPEG codec, and rendered into an image bitmap stored in a
frame buffer A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Modern ...
. For
progressive scan Progressive scanning (alternatively referred to as noninterlaced scanning) is a format of displaying, storing, or transmitting moving images in which all the lines of each frame are drawn in sequence. This is in contrast to interlaced video used ...
display modes, the signal processing stops here, and the frame buffer is immediately written to the display device. In its simplest form, this processing may take several microseconds to occur. For
interlaced video Interlaced video (also known as interlaced scan) is a technique for doubling the perceived frame rate of a video display without consuming extra bandwidth. The interlaced signal contains two fields of a video frame captured consecutively. This ...
, additional processing is frequently applied to
deinterlace Deinterlacing is the process of converting interlaced video into a non-interlaced or progressive form. Interlaced video signals are commonly found in analog television, digital television (HDTV) when in the 1080i format, some DVD titles, and a ...
the image and make it seem to be clearer or more detailed than it actually is. This is done by storing several interlaced frames and then applying algorithms to determine areas of motion and stillness, and to either merge interlaced frames for smoothing or extrapolate where pixels are in motion, the resulting calculated frame buffer is then written to the display device. De-interlacing imposes a delay that can be no shorter than the number of frames being stored for reference, plus an additional variable period for calculating the resulting extrapolated frame buffer; delays of 16-32ms are common.


Causes of display lag

While the pixel response time of the display is usually listed in the monitor's specifications, no manufacturers advertise the display lag of their displays, likely because the trend has been to increase display lag as manufacturers find more ways to process input at the display level before it is shown. Possible culprits are the processing overhead of
HDCP High-bandwidth Digital Content Protection (HDCP) is a form of digital copy protection developed by Intel Corporation to prevent copying of digital audio and video content as it travels across connections. Types of connections include DisplayPort ...
,
Digital Rights Management Digital rights management (DRM) is the management of legal access to digital content. Various tools or technological protection measures (TPM) such as access control technologies can restrict the use of proprietary hardware and copyrighted works ...
(DRM), and also DSP techniques employed to reduce the effects of ghosting – and the cause may vary depending on the model of display. Investigations have been performed by several technology-related websites, some of which are listed at the bottom of this article. LCD, plasma, and DLP displays, unlike CRTs, have a
native resolution The native resolution of an LCD, LCoS or other flat panel display refers to its single fixed resolution. As an LCD consists of a fixed raster, it cannot change resolution to match the signal being displayed, while black and white CRT monitor ...
. That is, they have a fixed grid of pixels on the screen that show the image sharpest when running at the native resolution (so nothing has to be scaled full-size which blurs the image). In order to display non-native resolutions, such displays must use
video scaler A video scaler is a system which converts video signals from one display resolution to another; typically, scalers are used to convert a signal from a lower resolution (such as 480p standard definition) to a higher resolution (such as 1080i hi ...
s, which are built into most modern monitors. As an example, a display that has a native resolution of 1600x1200 being provided a signal of 640x480 must scale width and height by 2.5x to display the image provided by the computer on the native pixels. In order to do this, while producing as few artifacts as possible, advanced signal processing is required, which can be a source of introduced latency.
Interlaced video Interlaced video (also known as interlaced scan) is a technique for doubling the perceived frame rate of a video display without consuming extra bandwidth. The interlaced signal contains two fields of a video frame captured consecutively. This ...
signals such as 480i and 1080i require a
deinterlacing Deinterlacing is the process of converting interlaced video into a non-interlaced or progressive form. Interlaced video signals are commonly found in analog television, digital television (HDTV) when in the 1080i format, some DVD titles, and a ...
step that adds lag. Anecdotally, display lag is significantly less when displays operate in native resolutions for a given LCD screen and in a
progressive scanning Progressive scanning (alternatively referred to as noninterlaced scanning) is a format of displaying, storing, or transmitting moving images in which all the lines of each frame are drawn in sequence. This is in contrast to interlaced video use ...
mode. External devices have also been shown to reduce overall latency by providing faster image-space resizing algorithms than those present in the LCD screen. In practice this would stack the internal and external latencies. Many LCDs also use a technology called "overdrive" which buffers several frames ahead and processes the image to reduce blurring and streaks left by ghosting. The effect is that everything is displayed on the screen several frames after it was transmitted by the video source.


Testing for display lag

Display lag can be measured using a test device such as the Video Signal Input Lag Tester. Despite its name, the device cannot independently measure input lag. It can only measure input lag and response time together. Lacking a measurement device, measurement can be performed using a test display (the display being measured), a control display (usually a CRT) that would ideally have negligible display lag, a computer capable of mirroring an output to the two displays,
stopwatch A stopwatch is a timepiece designed to measure the amount of time that elapses between its activation and deactivation. A large digital version of a stopwatch designed for viewing at a distance, as in a sports stadium, is called a stop clock. ...
software, and a high-speed camera pointed at the two displays running the stopwatch program. The lag time is measured by taking a
photograph A photograph (also known as a photo, image, or picture) is an image created by light falling on a photosensitive surface, usually photographic film or an electronic image sensor, such as a CCD or a CMOS chip. Most photographs are now created ...
of the displays running the stopwatch software, then subtracting the two times on the displays in the photograph. This method only measures the difference in display lag between two displays and cannot determine the absolute display lag of a single display. CRTs are preferable to use as a control display because their display lag is typically negligible. However, video mirroring does not guarantee that the same image will be sent to each display at the same point in time. In the past it was seen as common knowledge that the results of this test were exact as they seemed to be easily reproducible, even when the displays were plugged into different ports and different cards, which suggested that the effect is attributable to the display and not the computer system. An in depth analysis that has been released on the German websit
Prad.de
revealed that these assumptions have been wrong. Averaging measurements as described above lead to comparable results because they include the same amount of systematic errors. As seen on different monitor reviews the so determined values for the display lag for the very same monitor model differ by margins up to or even more. To minimize the effects of asynchronous display outputs (the points of time an image is transferred to each monitor is different or the actual used frequency for each monitor is different) a highly specialized software application called SMTT or a very complex and expensive test environment has to be used. Several approaches to measure display lag have been restarted in slightly changed ways but still reintroduced old problems, that have already been solved by the former mentioned SMTT. One such method involves connecting a laptop to an HDTV through a composite connection and run a timecode that shows on the laptop's screen and the HDTV simultaneously and recording both screens with a separate video recorder. When the video of both screens is paused, the difference in time shown on both displays have been interpreted as an estimation for the display lag. Nevertheless, this is almost identical to the use of casual stopwatches on two monitors using a "clone view" monitor setup as it does not care about the missing synchronisation between the composite video signal and the display of the laptop's screen or the display lag of that screen or the detail that the vertical screen refresh of the two monitors is still asynchronous and not linked to each other. Even if V-sync is activated in the driver of the graphics card the video signals of the analog and the digital output will not be synchronized. Therefore, it is impossible to use a single stop watch for display lag measurements, nevertheless if it is created by a timecode or a simple stopwatch application, as it will always cause an error of up to or even more.


Effects of display lag on users

Display lag contributes to the overall latency in the interface chain of the user's inputs (mouse, keyboard, etc.) to the graphics card to the monitor. Depending on the monitor, display lag times between have been measured. However, the effects of the delay on the user depend on each user's own sensitivity to it. Display lag is most noticeable in games (especially older video-game consoles), with different games affecting the perception of delay. For instance, in ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the ''Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azeroth ...
's'' PvE, a slight input delay is not as critical compared to PvP, or to other games favoring quick reflexes like ''
Counter-Strike ''Counter-Strike'' (''CS'') is a series of multiplayer tactical first-person shooter video games in which teams of terrorists battle to perpetrate an act of terror (bombing, hostage-taking, assassination) while counter-terrorists try to preve ...
''. Rhythm-based games, such as ''
Guitar Hero ''Guitar Hero'' is a series of music rhythm game video games first released in November 2005, in which players use a guitar-shaped game controller to simulate playing primarily lead, bass guitar, and rhythm guitar across numerous songs. Playe ...
'', also require exact timing; display lag will create a noticeable offset between the music and the on-screen prompts. Notably, many games of this type include an option that attempts to calibrate for display lag. Arguably, fighting games such as ''
Street Fighter , commonly abbreviated as ''SF'' or スト (''Suto''), is a Japanese media franchise centered on a series of fighting Combat ( French for ''fight'') is a purposeful violent conflict meant to physically harm or kill the opposition. Combat may ...
'', '' Super Smash Brothers Melee'' and ''
Tekken is a Japanese Media mix, media franchise centered on a series of fighting game, fighting video and arcade games developed and published by Bandai Namco Entertainment (formerly Namco). The franchise also includes film and print adaptations. The ...
'' are the most-affected, since they may require move inputs within extremely tight event windows that sometimes only last 1 frame or 16.67 ms on the screen. By assuming a Gaussian human response time to a particular in-game event, it becomes possible to discuss the effect of lag in terms of probabilities. Given a lag-less display, a human has a certain probability to land his/her input within a window of frames. As video games operate on discrete frames, missing the last frame of the window even by 0.1 ms causes an input to be interpreted a full frame later. Because of this, any amount of lag will affect a human's ability to hit a particular timing window. The severity of this impact is a function of the position and variance of a human's response to a visual cue, the amount of lag introduced, and the size of the timing window. For example, given a very large window of 30 frames, a human would likely have a 99.99% chance of hitting this window. By introducing one frame of lag, the human's ability to hit the 30 frame window would likely remain in the 99.99% range (assuming the human is responding somewhere near the middle of the window). Given a smaller window of say 2 frames, however, the effect of lag becomes much more significant. Assuming the human's response is centered on the 2 frame window and the super-human has a 99.99% chance to hit the window, introducing a full frame of lag causes the success rate to drop all the way to about 50%. If the game's controller produces additional feedback (rumble, the
Wii Remote The Wii Remote, also known colloquially as the Wiimote, is the primary game controller for Nintendo's Wii home video game console. An essential capability of the Wii Remote is its motion sensing capability, which allows the user to interact with ...
's speaker, etc.), then the display lag will cause this feedback to not accurately match up with the visuals on-screen, possibly causing extra disorientation (e.g. feeling the controller rumble a split second before a crash into a wall). TV viewers can be affected as well. If a home theater receiver with external speakers is used, then the display lag causes the audio to be heard earlier than the picture is seen. "Early" audio is more jarring than "late" audio. Many home-theater receivers have a manual audio-delay adjustment which can be set to compensate for display latency.


Solutions


Game mode

Many televisions, scalers and other consumer-display devices now offer what is often called a "game mode" in which the extensive preprocessing responsible for additional lag is specifically sacrificed to decrease, but not eliminate, latency. While typically intended for videogame consoles, this feature is also useful for other interactive applications. Similar options have long been available on home audio hardware and
modem A modulator-demodulator or modem is a computer hardware device that converts data from a digital format into a format suitable for an analog transmission medium such as telephone or radio. A modem transmits data by modulating one or more carr ...
s for the same reason. Connection through VGA cable or component should eliminate perceivable input lag on many TVs even if they already have a game mode. Advanced post-processing is non existent on analog connection and the signal traverses without delay.


Renaming input

A television may have a picture mode that reduces display lag for computers. Some Samsung and LG televisions automatically reduce lag for a specific input port if the user renames the port to "PC".


Display lag versus response time

LCD screens with a high response-time value often do not give satisfactory experience when viewing fast-moving images (they often leave streaks or blur; called ghosting). But an LCD screen with both high response time and significant display lag is unsuitable for playing fast-paced computer games or performing fast high-accuracy operations on the screen, due to the mouse cursor lagging behind.


See also

*
Input lag Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action. In video games the term is often used to describe any latency between an input and either the game or ...


References


External links


Database with measurements from input lag for over 200 televisions (German)


* ttp://www.tftcentral.co.uk/articles/input_lag.htm Input Lag Testing - Article on TFT Central comparing different methods (14 Dec 2011)
SMTT - Highly optimized display lag test software to reduce the error margin that is usual for plain stopwatch applications

FlatpanelsHD.com - Display lag test software
(Dec 15, 2008)

(Aug 3, 2006)

(Dec 19, 2006)
Avs Forum posting on display lag

Video demonstrating display lag in Quake
(June 24, 2006)
Video demonstrating display lag in UT2003
(June 27, 2006)

(Oct 29, 2008)
Video demonstrating display lag in Windows UI
(Dec 12, 2006)

(July 21, 2006) (Note: this article is compiled from IGN reader opinions and not guaranteed to be accurate)
Anandtech article about Input Lag
(July 16, 2009) {{DEFAULTSORT:Display Lag Display technology Liquid crystal displays