Input Lag Improvements?

austaust Posts: 13Member
edited June 2013 in Unity on OUYA
So, I've been running some tests trying to see why my Unity scene with one moving cube on one plane still feels sluggish when I'm playing it on the Ouya.  I'm using the newest version of the Unity plugin from github, using Unity's Input API, and I'm not using legacy input.  I don't have a high-framerate camera, so for testing I used audio.

I set up a simple scene with an audio sample and a listener, and set the audio (a generated middle C tone) to go off 500ms after either the press of a keyboard button or the Ouya controller's primary joystick hitting 1.0 on one axis.  I tested by recording the sound of me hitting the key/joystick, and measuring the time to the tone, and then subtracted 500ms.  (I originally had the audio sample play immediately, but I'd read that using PlayDelayed() would queue the audio and play it at an exact time.  Unfortunately it did not, but the results in comparison the my PC's response time are the same either way.)

After several tries, here are the average response times:

PC

Key press - 154ms

Ouya

Key press - 212ms
PS3 Wired - 214ms
PS3 Wireless - 214ms (more variation in times)
Joystick - 270ms


Now, I think I can attribute the original 154ms of the PC to the fact that playing audio at an exact time is something that's just hard.  If I had that camera, I'd give Unity the benefit of the doubt and say it could probably draw something on the screen faster than that in response to input.  I did set Unity's audio settings to "best latency," but maybe there's some other settings or method of playing audio I'm missing that would reduce this time.

What I'm having trouble with is the Ouya taking 67ms longer to respond to the exact same input from the same wired keyboard in the same scene.  On top of that, introducing the Ouya's wireless controller  adds another 58ms of lag, for a total of an extra 125ms.  The joystick test is even a little generous, because the value of the axis hits 1.0 before the stick clashes against the rim.

I understand some strides have been made recently in reducing input latency, and I really hate to be a downer since you've just made an improvement, but is this still something that's being actively worked on?  Is this as good as it's going to get?  Is it something inherent in using Android?

Or maybe I'm just doing something wrong; I would love it if I am, because to me this is still a pretty unacceptable amount of input lag.  Is anyone else experiencing this?

EDIT: Added PS3 times.
Post edited by aust on

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