@misc{8967, author = {Kjetil Raaen and Andreas Petlund}, title = {How much delay is there really in current games?}, abstract = {All computer games present some delay between human input and results being displayed on the screen, even when no networking is involved. A well-balanced discussion of delay-tolerance levels in computer games requires an understanding of how much delay is added locally, as well as in the network. This demonstration uses a typical gaming setup wired to an oscilloscope to show how long the total, local delay is. Participants may also bring their own computers and games so they can measure delays in the games or other software. Results show that local delays constitute such a large share of the total delay that that it should be considered when studying the effects of delay in games, often far exceeding the network delay evaluated.}, year = {2015}, journal = {The ACM Multimedia Systems 2015 Conference}, month = {03/2015}, publisher = {ACM}, isbn = {978-1-4503-3351-1/15/03}, doi = {http://dx.doi.org/10.1145/2713168.2713188}, }