With double buffer vsync @ 60hz, the max input lag isn't 16ms, it's potentially 32ms. Consider the following sequence of events: T=0 - buffer switch T=1 - new frame is rendered T=2 - input event T=16 - buffer switch (note that the frame now being displayed was rendered before the input event at T=2) T=17 - new frame is rendered T=32 - buffer switch (only now is the result of the input event.
Parameter | Description |
---|---|
-devmode | Launches the level editor. |
-fullscreen | Runs the game in full screen mode. |
-windowed | Runs the game in windowed mode. |
-ultralowdetail | Runs the game at the lowest detail, parallax is taken out, particle effects are ignored, animals are missing, set pieces are gone, lighting is ignored, images are lowest possible resolution (made for integrated graphics though not officially supported). |
-lowdetail | Runs the game with lowest resolution images, lighting is ignored, particle effects are ignored (use this if you are having lag on CHAD, Dr. Fetus, or levels where you die from moving platforms). |
-meddetail | Runs the game with medium resolution images (mid-range setting, run this if you are having slight lag). |
-highdetail | Runs the game with highest resolution images. |
-640x480 | Runs the game at 640x480 resolution. |
-800x600 | Runs the game at 800x600 resolution. |
-1024x768 | Runs the game at 1024x768 resolution. |
-1280x720 | Runs the game at 1280x720 resolution. |
-1920x1080 | Runs the game at 1920x1080 resolution. |
- /Library/Application Support/Super Meat Boy. Too high of a frame rate can cause issues with animation and input not being recognized. Are having lag on CHAD.
- Speedrunner Accused Of Cheating Just Had A Really Good Monitor. Fighter to set their refresh rates higher to avoid input lag on their movement and actions. The faster you have up-to-date.