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|Session Name:||Controller to Display Latency in 'Call of Duty'|
|Track / Format:||Programming|
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|Overview:||Low input latency is key to a satisfying experience in competitive games, but reasoning about latency can be non-intuitive in modern engines with multiple parallel timelines running at once. This talk will tackle latency by analyzing the path that data flows through a game engine from the input sample all the way to the video scan-out hardware. By identifying and measuring segments on this path, a dynamic throttle can be implemented to squeeze the input sample as close to the end of the frame as possible without dropping frames. Special attention will be placed on how latency is introduced in the interaction between the GPU and display scan-out timelines when Vsync is enabled.|