Can you add ping and input lag?

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Feb 24, 2010
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Lets say I play a game of Counter Strike, my ingame ping is 5, my display has a input lag 12.

Would this mean my total input lag is 17ms?
So basicaly that is 1000/17= one frame lost every 58.8frames?

So If I have 120fps then I loose about 2 frames in one second?
 
Depending on how the game is coded the latencies will manifest themselves differently so you shouldn't really think of them as one and the same.
 
Yes, delays are cumulative.

Depending on how the game is coded the latencies will manifest themselves differently so you shouldn't really think of them as one and the same.

So which one is it then :)

If I play at a server where I have 5ms ping and 12ms display input lag, lets say another player has a CRT with 0 input lag and ping 17ms, I want to find out if we both have 17ms lag or if one of us has a edge.

Counter Strike global offensive is the game :)
 
Ping - how long you have to wait for an update to someones movement from the server. One can easily adjust to high ping by aiming ahead in games with no ping prediction. Many games these days like the HL2 engine have local prediction, which removes any perceived delay when you move/fire etc.

Input Lag - when you move the mouse, the position you moved to on screen is delayed by this amount. This is bad in an fps game because you need to make finite adjustments prior to pressing fire. When there is a delay it's like the mouse is attached to a rubber band. Your aim is delayed significantly more than the input lag itself and often thrown off, becoming less accurate.

All things being equal, a player with a CRT and 50ms ping will invariably beat a player with a 12ms input lag LCD and 5ms ping. That's how important input lag is compared to ping.
 
Ping - how long you have to wait for an update to someones movement from the server. One can easily adjust to high ping by aiming ahead in games with no ping prediction. Many games these days like the HL2 engine have local prediction, which removes any perceived delay when you move/fire etc.

Input Lag - when you move the mouse, the position you moved to on screen is delayed by this amount. This is bad in an fps game because you need to make finite adjustments prior to pressing fire. When there is a delay it's like the mouse is attached to a rubber band. Your aim is delayed significantly more than the input lag itself and often thrown off, becoming less accurate.

All things being equal, a player with a CRT and 50ms ping will invariably beat a player with a 12ms input lag LCD and 5ms ping. That's how important input lag is compared to ping.

yeah this is what I was afraid of, I find myself often "timing" the left mouse click before pressing fire, but I guess there really is nothing to do about it besides a new display.
 
Lets say I play a game of Counter Strike, my ingame ping is 5, my display has a input lag 12.

Would this mean my total input lag is 17ms?
So basicaly that is 1000/17= one frame lost every 58.8frames?

So If I have 120fps then I loose about 2 frames in one second?

Since a ping is a roundway trip it'd be more accurately 12+2.5 ms delay :p But in practice most games take into account the ping and usually have some form of compensation (different ways of doing this), that is the case in CS so your input lag won't be 14.5ms at all - I don't remember the specifics of the source netcode but in some games you'll have for example a 50ms buffer when playing online to give time for the engine to do its calculations and deliver a smooth and fair experience for players with different pings.

Also, there are many other lags on top of this so for your total input lag calculation you can add the GPU rendering lag (and possibly some drivers/game engine related latency), the mouse or keyboard lag and so on. Even CPU and RAM matter.
 
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