I would like to understand where input latency comes from in UE. I’ve see a big input lag in my initial testing, and I don’t know why that is.
I have a basic project that takes either keyboard, mouse, or gamepad input and triggers a sound. My setup is this:
t.MaxFPS: 120
Laptop display refresh rate: 165Hz
Audio sample rate: 48000
Audio buffer size: 128
Buffers to enqueue: 1
With these settings, my expectations would be an input latency of about 20-30ms (just a guess, based on maybe a two or three 8.33ms frame delay, and +2.6ms audio buffer delay).
However, no matter what I change, I get a delay of about 150-160ms. You can see a video of that here, and I measured the input delay between using the audio:
I am triggering a sound cue from a blueprint, with a single actor instance in my level:
I ran the test at a few different t.MaxFPS frame rates. Here are the results, each with a +/- 5ms deviation:
165fps == 150ms delay
120fps == 155ms delay
60fps == 160ms delay
30fps == 175ms delay
15fps == 240ms delay
Before I move forward, can anyone explain exactly where the latency is coming from? I’ve read this thread, and I’ve tried the different settings on this page, but nothing I do changes makes this delay approach the numbers they mention.