Polygon's hands-on review mentions this latency, along with a few other criticisms, including the feel of the controller:
I've talked to the developers of the ouya port and they're baffled by these reports as well.
People subconsciously looking for something negative? No clue.
Because the time between a frame being rendered and appearing on screen can increase, you are reacting slowly to events on the device which you perceive as control lag when in fact it's display lag.
Most TVs will allow these to be disabled (often in a specifically labeled "game mode") but a few may inexplicably not allow them all to be disabled, hardwired for a certain degree of latency.
AirPlay, on the other hand, introduces a lot of latency because it's compressing the image prior to transport and uncompressing it on the other end. This generally introduces significantly more lag than any TV image processing.
http://www.pcworld.com/article/183928/how_to_find_and_fix_in...
It's a consequence of using framebuffers in the display device. I mentioed Airport because it exaggerates the effect, but any digital display will likely introduce s little extra lag.
I think they are reading [HDMI] specifically as [HDMI] rather than [The use of an external display, via HDMI].
EXACTLY. HDMI encodes frames and pipes them to the TV which has to render them. There's no guarantee this will be instantaneous (indeed it's virtually guaranteed that it won't).
Airplay definitely adds more potential bottlenecks but the principle remains the same.
it most definitely does. With DVI/HDMI each frame sent is just that, a frame. at X the screen should be Y. If a frame is damaged/lost you have only lost the information from that one frame (or just part of the frame).
However with compressed data each frame is now intertwined with neighboring ones. if you lose a frame or its damaged, you have now have lost X frames until the dependent frames are past.
I'm not sure if you've ever had the experience of a damaged HDMI cable, but you can see the exact pixels that are affected, and they change frame to frame as you twist the cable making it worse or better.
Compressed video is like Netflix or a damaged AVI where when the corrupted data is hit the entire stream goes wonky for a short while until it suddenly snaps back into clarity when a keyframe is hit.
Uncompressed is as near real time as you can get, the video is directly passed through. Compressed you have a buffer, decoder, etc and there is more delay/processing.
And compressed vs. uncompressed does matter, especially when you're talking about video compression. Because compression requires some minimum amount of data before it can even begin to compress, let alone start to send the compressed bitstream over a physical link. And then you have more latency as you add a decode step. Not to mention the complete lack of latency guarantees a wifi link has...
While its possible the controller lags, it seems a little more likely that the lag is caused from the transition from the iPad screen to a lagging LCD screen.
I'm not a game developer (or hardware expert), but are there not tests that can be performed to capture input lag? At least that way it could be ruled in/out at the hardware/software level, assuming you have a baseline reference of any input lag from TV/receiver.
Edit: Also on his blog http://www.altdevblogaday.com/2013/02/22/latency-mitigation-...
tl;dr High speed video camera capturing button input and screen in the same frame to measure the complete cycle. Diagnosing why is harder.
Have you guys not had the same experiences w/ Canabalt, or have you not heard any other reports of this?
I personally have a hard time noticing latency like some others report w/ games, unless it directly impacts gameplay (i.e. music games like Rock Band). I don't notice it on other games like FPSes, but many people are very sensitive to latency in games like this.