Dodatkowe przykłady dopasowywane są do haseł w zautomatyzowany sposób - nie gwarantujemy ich poprawności.
Display lag is not to be confused with pixel response time.
Depending on the monitor, display lag times between 10-68 ms have been measured.
Notably, many games of this type include an option that attempts to calibrate for display lag.
CRTs are preferable to use as a control display because their display lag is typically negligible.
Display lag is most noticeable in games (especially older video-game consoles), with different games affecting the perception of delay.
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.
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.
Article on PRAD.de - first scientific approach to determine display lag (German)
It will not work on LCDs, plasma displays or other flat panel displays due to display lag.
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.
Rhythm-based games, such as Guitar Hero, also require exact timing; display lag will create a noticeable offset between the music and the on-screen prompts.
Anecdotally, display lag is significantly less when displays operate in native resolutions for a given LCD screen and in a progressive scanning mode.
Manufacturers only state the response time of their displays and do not inform customers of the display lag value, which might vary depending on various screen options selected.
Parallels Desktop occasionally displayed lag anomalies while VMware Fusion's virtual drive performance was very close to that of a physical drive.
This method only measures the difference in display lag between two displays and cannot determine the absolute display lag of a single display.
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 16 ms or even more.
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.
Display lag is a phenomenon associated with some types of liquid crystal displays (LCDs), and nearly all types of high-definition televisions (HDTVs).
For older analog cathode ray tube (CRT) technology, display lag is extremely low, due to the nature of the technology, which does not have the ability to store image data before display.
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.
These sites work and render just like they would on the desktop, but there is some display lag when the pages change in response to interaction, much like the lag that I experienced during scrolling on regular pages.
Therefore it is impossible to use a single stop watch for display lag measurements, nervertheless if it is created by a timecode or a simple stopwatch application, as it will always cause an error of up to 16 ms or even more.
If the game's controller produces additional feedback (rumble, the Wii Remote'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).
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.