Input lag? Titan Two

Titan Two general support. Questions, firmware update, feature request.

Input lag? Titan Two

Postby Akalend » Sat Dec 08, 2018 3:59 pm

Using the 360 wireless controller on the Titan Two to Xbox One S, there is a slight but noticable amount of input lag. I've checked the display, and tried using the original One controller and it disappears. Interestingly, if the One and 360 controller are connected at the same time, the other person also experiences similar lag.

I tried to put the polling rate at 1ms, and tried using multiple USB cables.

Also, it seems that plugging the wireless adapter and authorizing on slot A is buggy, and has lead to disconnects.
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Re: Input lag? Titan Two

Postby J2Kbr » Tue Dec 11, 2018 3:13 pm

Welcome to our forums.

First please allow me go into some performance numbers related with the device. The response time of the Titan Two is between 50 to 250 micro-seconds, which is faster than the fastest polling rate of USB communication (1000Hz, 1 millisecond). Meaning the Titan Two does not add input lag.

In fact, the Titan Two has the option to set the output polling rate to 1000HZ (the Xbox One controller polling rate is 125Hz, the Xbox 360 controller is 500Hz), so in practice using a 360 controller with the Titan Two on Xbox One should result in better response time if using a XB1 controller directly connected to the console.

On factor that can increase the response time of the device is scripts. You can monitor if a script is causing lag using the Gtuner IV Device Monitor, in the center are you will find a field named "CPU load", a value lower than 50% is good, between 50% and 100% can cause some momentary lag but in most cases unnoticeable. Over 100% is not recommended and lag can be noticeable .
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Re: Input lag? Titan Two

Postby raybro » Wed Apr 10, 2019 4:21 am

J2Kbr wrote:

On factor that can increase the response time of the device is scripts. You can monitor if a script is causing lag using the Gtuner IV Device Monitor, in the center are you will find a field named "CPU load", a value lower than 50% is good, between 50% and 100% can cause some momentary lag but in most cases unnoticeable. Over 100% is not recommended and lag can be noticeable .


Is there a way to quantify how much CPU Load impacts input lag (eg how many milliseconds of lag are added if CPU Load > 50%)?
Also, any tips on coding scripts to run more efficiently? Is there any optimal sequencing of combos, functions etc, or any downside to having multiple “main” sections within a single script?
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Re: Input lag? Titan Two

Postby J2Kbr » Wed Apr 10, 2019 8:25 am

raybro wrote:Is there a way to quantify how much CPU Load impacts input lag (eg how many milliseconds of lag are added if CPU Load > 50%)?

100% represents 1 milli-second, so 50% correspond to 500 micro-seconds.

raybro wrote:Also, any tips on coding scripts to run more efficiently? Is there any optimal sequencing of combos, functions etc, or any downside to having multiple “main” sections within a single script?

I would say avoid while, for loops and long if-else chains. There is no downside of having multiple mains. All main blocks are merged into a single one during the compiling and bytecode generation.
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Re: Input lag? Titan Two

Postby raybro » Wed Apr 10, 2019 9:15 pm

Awesome thanks this is helpful info!

Does including an Interactive Config in a script rather than just raw code increase the CPU load significantly?
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Re: Input lag? Titan Two

Postby Buffy » Fri Apr 12, 2019 4:12 am

raybro wrote:Awesome thanks this is helpful info!

Does including an Interactive Config in a script rather than just raw code increase the CPU load significantly?


An interactive config should not affect the CPU at all.
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