Hello Hayden,
We updated from 5.5.2 to 5.5.4, but it may not be related i just wanted to point out that in case it could ring a bell regarding some changes that has been done, if that’s not the case we can exclude that it come from an engine update. Currently we are testing on Windows target.
I was actually talking about this exact doc you shared in addition to various forum and UDN posts like these :
- https://www.reddit.com/r/unrealengine/comments/1gh7wl2/4000ms_input_lag_in_ue55_preview/
- https://www.reddit.com/r/unrealengine/comments/1k5yrn6/psa_you_can_make_unreal_engine_games_more/#:~:text=A%20common%20problem%20with%20many,well%20as%20existing%20packaged%20games.
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The console variables are the only changes in the project between my two screenshots, here is what i did :
- Launched the editor
- Loaded a light level
- Played in it and recorded the input latency
- Closed the editor
- Added the mentionned console variables in DefaultEngine.ini
- Launched the editor again
- Loaded the same level
- Played in it and recorded the input latency again
I was aware of r.GTSyncType 2 but setting it to 2 didn’t lower the latency so i kept it to 1. I was also aware of rhi.SyncSlackMS (beeing at 10 by default) but for some reason, putting that console variable to 0 make the input latency skyrocket to almost 1000ms (by doing stat UNIT, because i didn’t felt 1 second of latency between my inputs and what’s happening on the screen) so that was really weird. Didn’t check on Nvidia reflex, will check it out.
Thank you for your answer !