Frametime, Ticktime, and Latency
I've created an infographic to help me understand frametime and ticktime, and to help me understand how they effect latency. I was trying to answer a bunch of questions with this graphic. What is the theoretical minimum for latency for a simulation? How does a higher framerate effect latency? How should I define latency? How does VSync relate to all of this? Can a multithreaded approach achieve latency as low as the theoretical minimum? How do I keep the simulation from getting too far ahead of the renderer (for example when the render thread is suspended by the user dragging the window around)? How should an implementation be written that juggles all of these concerns? This post isn't really meant to explain much (outside of the infographic itself). I just wanted to communicate that I found this subject challenging, and I wanted to share the cool picture I made :)