Gear GeeksGaming

Latency

Latency is the only part of a gaming setup where the whole system can be modelled as a chain of measurable stages. That makes it the area where careful thinking pays off most, and where the biggest wins are usually free.

The four facts that matter

  • The render queue is almost always the largest term you control, and it is a settings toggle rather than a purchase.
  • 125 Hz to 1000 Hz polling removes more latency than upgrading a 144 Hz display to 240 Hz.
  • Framerate shrinks two terms at once: input sampling and queue depth. Refresh rate shrinks one.
  • Network latency is a separate budget, often larger than the whole local chain, and mostly outside your control.

Tools

The budget

The click-to-photon budget. Ranges are typical values across current hardware, gathered from vendor documentation and published latency testing. Use them to find your worst link, not as a spec sheet.
StageTypical costWhat it actually isThe lever
Human reaction (not part of the machine)180 to 250 msSimple visual reaction time. Everything below is what you add on top.-
Switch debounce (mechanical mouse switch)0 to 8 msFirmware waits to confirm the contact is stable. Optical switches skip this.Optical or low-debounce firmware
USB / wireless report wait0.06 to 4 msHalf a polling interval on average. 1 kHz = 0.5 ms.Raise polling rate
Wireless radio hop0.2 to 1 msModern 2.4 GHz dongles. Bluetooth is 10x worse and unusable competitively.Use the dongle, never Bluetooth
OS and game input sampling0 to 1 frameThe game reads input once per frame at a fixed point in its loop.Higher framerate
CPU simulation + render queue2 to 30 msThe biggest single variable. A deep queue at a GPU bottleneck dominates everything else.Reflex / Anti-Lag, framerate cap below GPU limit
GPU render2 to 16 msRoughly one frame time when GPU bound.Lower settings, higher fps
Scan-out wait0 to 1 frame timeThe frame waits for the display to start drawing. Mean is half a frame time.Higher refresh rate
Panel response (grey to grey)0.03 to 12 msOLED is effectively instant; slow VA can smear past the next frame.OLED, or a well-tuned overdrive
Pixel to perceived brightness1 to 8 msSample-and-hold blur, not a fixed delay, but it moves where you perceive the edge.Backlight strobing, higher refresh

Every guide in Latency