a fun fact
every time you dart your eyes around, not only does your brain automatically erase the data of "that smeared blur i saw for a moment", it also takes what you see when your eyes stop moving and retroactively inserts it as a memory for that moment. that's why if you look at your watch, it seems to take longer for the second hand to tick the first time
human senses are garbage
if you set up a computer program to listen for a keystroke, delay for a short amount of time, and then flash the screen, a human that presses the keys will eventually stop perceiving that delay
then if you remove the delay, the human will believe that the computer is anticipating their keystrokes
human senses are garbage
sort of spoilers for a book i'm writing
@email@example.com nerd comes up with a hypothesis for how dragons make themselves invisible, comes up with one based on that fact, determines that this implies there must be a maximum field of view they can affect and the solution for this is to see them Up Close
@monorail Fun Fact: It's possible to see the blind spot if you force your eyeball to stay still for a few minutes.
@monorail I learnes that the eye also is never standing really still because of that.
Always noving around a bit to get a voew of that blind spot - and then I think the brain inserts it the same way as when you're consiously move your eyes somewhere.
@monorail Imagine one of those, like, “writer’s text editor” that’s marketed as bringing focus and helping you get your ideas out without a lot of frills that had that keystroke delay thing built in and cut it off after being the in-focus app for… however long.
@monorail Like… It gains focus and keystroke delay is 0. The delay slowly ramps so that you don’t notice, but resets as soon as you switch focus or if you haven’t typed for, say, 10 minutes. After the delay gets to whatever level matters, it sits there for a bit so the human is acclimated, then cuts it off.
@monorail So that the experience feels like you start typing and if you stay in it the editor starts anticipating your thoughts and it’s all so effortless.
I want to use this as an experiment. I want to experience this thing.
@cadence @ChlorideCull @monorail video latency is rarely needed since its a rhythm game, unless its really high which it basically never is
useful for predicting rhythms youve never heard, though our brains react to audio way quicker than video so its not feasable to play without audio
input latency is really hard to calibrate, but still is important
audio latency is the most important one, and easy to calibrate AS LONG AS input latency is calibrated properly
most games dont care about video latency, and count audio and input latency as one thing because, why wouldnt they
the only case where input latency differs is on keyboards with low polling rates
im guessing per-map latency is offsets? which is just as important, however in most cases if your bpm isnt doing weird changes youre safe automatically detecting it and then adjusting via assistticks and waveform alignment
a positive change in two of the three is equivalent to a negative change in the last one. like +5 +10 +0 plays exactly the same as +0 +5 -5
so if visual latency isn't super important to you, you should be mostly okay with just the adjustment for audio latency
@monorail @cadence @ChlorideCull yeah, input latency is a part of audio latency
if you press a button and 50ms later you hear a sound, theres either 50ms of audio latency, 50ms of input latency, or its something inbetween
if you have 50ms of audio latency, you can offset the song by 50ms so that when you hit the key, the song has already went 50ms ahead to account for the latency
if you have 50ms of input latency however, you cant just offset the input. you cant really just sleep(-50ms), only count that input as if it was 50ms ago, but thats really complicated and ""fun"" to implement in its own ways
doing the same method as audio latency would work however, and you can just sum up the input and audio latency and offset the song by that much
plus its easier to understand and calibrate from the player side. assuming 25ms of input latency and 25ms of audio latency, how do you tell which of the 50ms total latency is audio and which is input? aligning a picture blinking to player inputs is still input + video latency, and aligning a beat to player inputs is input + audio latency, so most just calibrate the sum of both at once and use that
I agree the for most part but sound is quite slow so it totally makes sense for the human brain to sync up latent sound with visual information.
If someone is playing an instrument through an amplifier (like a guitar) the latency caused from distance between the person and the amplifier can actually be quite relevant at the scale of time it takes to play with good rhythm.
When it comes to syncing up a number of visual events with associated audio this is a pretty powerful utility!
@Alonealastalovedalongthe it is but it's just one more way the human brain is always lying about everything
The one that blows me away is the massive mismatch between how much longer you believe you will be emotionally affected by things vs how long things typically emotionally affect you. (Affective forecasting I think its called?)
Its something I am totally aware of but still can't convince myself deep down that its true.
@monorail also it's a shame the second hand on my watch just slides along then, it has nothing to retcon so all I see is a fluid moving second hand
@monorail here's a fun experiment with this phenomenon (known as saccadic masking)
go in front of a mirror, look at one eye, then look at your other eye. you'll never see your eyes moving.
but if you try this using a phone's front camera as a mirror, the extra delay means that you *can* see your eyes moving, since by the time your phone has processed the image and is displaying it back to you, your eyes have finished moving and the masking has stopped
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