http://www.humanbenchmark.com/tests/reactiontime/
Post your scores!!!
250.4 average - damn I'm slow ; ;
http://www.humanbenchmark.com/tests/reactiontime/
Post your scores!!!
250.4 average - damn I'm slow ; ;
Last edited by Namko; 10-09-2013 at 08:20 PM.
Do you want to tell us something? >_>http://www.humanbenchmark.com/tests/reactiontime/
Post your scores!!!
250.4 average - damn I'm slow ; ;
.

307 , that good or bad?http://www.humanbenchmark.com/tests/reactiontime/
Post your scores!!!
250.4 average - damn I'm slow ; ;
nvm, I only clicked it once lol. 5 times I got a 260.2
2nd try 217 , not sure wth these scores even represent lol. kinda fun for just waking up 10 min ago
Last edited by Anakhu; 10-09-2013 at 08:56 PM.
The tool shows the time it takes (measured in milliseconds) for the human body (eyes/nervous system/muscles) to react to visual stimuli (red becoming green). On average people tend to err between 255ms and 350ms of delay while light is interpreted by the brain, commands are sent via nervous system, and the physical action is acted out. Basically all of humanity has a certain amount of physical "lag" when tested. (I scored 220ms - 300ms - 315ms - 250ms - 230ms)
If you're scoring a 300 that's 300ms then you need remember to consider this number on-top of the time it takes a data packet to get to the server (Montreal) and back to your computer (this is what latency is) which can be anywhere between (or beyond) 90~300+ms for many players - humans however tend to overcome their deficiency by "predicting" or "expecting" certain actions -> I know X boss is going to use Y move at point Z. I don't need to react I can be proactive and move early thereby nullifying my "human" latency.
The issue many players experience when playing is usually this; they are "re-actively" or "proactively" moving to avoid attacks but the round-trip of the data packet to the server is not sync'd with their visual stimuli (Client->Server relationship). In other words - the game isn't showing you what it's "seeing" making situations where you get hit by an area of effect while being clear on your own client-side screen entirely possible - more than possible when the server seems to only update position information every 300ms!
Last edited by Dhex; 10-10-2013 at 12:52 AM.
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