You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


The Number One Educational Resource for the Game Industry

Session Name: Controller to Display Latency in 'Call of Duty'
Speaker(s): Akimitsu Hogge
Company Name(s): Activision
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

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.

GDC 2019

Akimitsu Hogge


free content