輸入延遲(Input Lag)是什麼?螢幕、滑鼠與鍵盤的完整圖解說明

在電競圈,很多玩家會抱怨:「我明明先開槍,為什麼死的是我?」或是「拉槍的時候總覺得滑鼠浮浮的、慢半拍」。這種「手到了、畫面還沒到」的落差,就是所謂的輸入延遲(Input Lag)在作祟。

一句話說明:輸入延遲是從你按下按鍵或移動滑鼠,到螢幕上真正出現對應畫面的總時間,單位是毫秒(ms)。它由「周邊 → 電腦 → 螢幕」三段延遲相加而成,所以要降低它,得先找出哪一段最慢。

要搞懂輸入延遲,得先知道:從你的手指點下滑鼠,到螢幕上射出子彈,中間其實是一場極速的接力賽。請看下方的動態模擬,了解這條「訊號高速公路」在哪裡容易塞車:

※ 動畫與總延遲數值僅為示意,用來比較概念;實際數字會因遊戲、硬體與設定而異。下文的「延遲預算表」會說明這兩個數字的組成。

What is Input Lag? The Ultimate Guide to Monitor, Mouse, and Keyboard Latency

When discussing competitive gaming latency, players often complain: "I shot first, why did I die?" or "Flicking the mouse feels floaty and sluggish." That gap between "my hand moved" and "the screen responded" is exactly what Input Lag means—the silent killer of your K/D ratio.

In one sentence: Input lag is the total time from the moment you press a key or move your mouse to the moment the matching image actually appears on screen, measured in milliseconds (ms). It is the sum of three stages—peripheral, PC, and display—so to reduce it, you first need to find which stage is the slowest.

To understand input lag, you must realize: from the millisecond you click your mouse to the moment the bullet fires on your screen, a high-speed relay race occurs. Watch the simulation below to see where this "signal highway" tends to get stuck in traffic:

* The animation and total latency figures are illustrative, meant to compare concepts; real numbers vary with the game, hardware, and settings. The "latency budget" table below explains how these two numbers add up.

先釐清:輸入延遲、Ping 與 FPS 不是同一件事

玩家常把三種「慢」混為一談,但它們的成因與解法完全不同:

名稱它在量什麼主要影響因素單位
輸入延遲
Input Lag
從你的操作到畫面出現反應的時間周邊、電腦、螢幕ms
網路延遲
Ping
你的電腦與遊戲伺服器來回一趟的時間網路線路、與伺服器的距離ms
幀率
FPS
每秒能產生幾張畫面顯示卡、CPU、畫質設定FPS

三者會互相影響,但不能互相取代:FPS 很高不代表輸入延遲低(渲染佇列塞車時就是反例),Ping 很低也救不了周邊或螢幕造成的延遲。「我明明先開槍卻先死」有時是網路延遲造成的,有時是輸入延遲,也可能兩者同時存在。本文專注在輸入延遲。

15 毫秒真的有差嗎?

人類的視覺反應時間平均約 200–250ms,所以 15ms 的差距不是「看得出來」,而是「手感得出來」。瞄準時,你的大腦與手會不斷根據畫面回饋修正動作;畫面每晚到一點,修正就慢一點,在甩槍、跟槍與急停射擊時最明顯。如果你玩的是單機劇情或回合制遊戲,影響則小得多。

1. 第一關:周邊延遲 (Peripheral Latency)

這是接力賽的第一棒,也就是你的滑鼠與鍵盤。當你按下微動開關或機械軸,訊號需要時間傳給電腦。

  • 去抖動延遲 (Debounce Delay): 機械接點在閉合的瞬間會產生細微的彈跳訊號,傳統機械軸為了防止「按一下變成連點」,韌體常會加上約 5ms 上下的判定延遲。光軸(用光線感測,沒有接點彈跳問題)與 磁軸(用霍爾效應感測行程)可以把這段延遲壓到近乎為零,這也是電競高手紛紛轉用的原因。磁軸特有的 Rapid Trigger 更進一步:只要按鍵稍微回彈就立刻判定放開,不必等它回到固定的重置點,連續點按與反向急停(例如 A → D)都更俐落。
  • 回報率 (Polling Rate): 你的滑鼠多久跟電腦回報一次位置?標準是 1000Hz (1ms),最新的電競滑鼠已支援 4000Hz 甚至 8000Hz (0.125ms)。不過要注意,回報率帶來的「平均額外等待」約為回報間隔的一半,所以從 125Hz 升到 1000Hz 效果巨大,但從 1000Hz 升到 8000Hz 只再省下約 0.4ms,且會吃掉更多 CPU 資源,屬於收益遞減。
  • 連線方式: 有線與 2.4GHz 專用接收器的延遲可以做到非常接近,主流電競無線滑鼠已被許多職業選手採用;藍牙為了省電,連線間隔通常落在數 ms 到數十 ms,還容易受干擾而不穩定,不建議用在競技類遊戲。
滑鼠回報率回報間隔平均額外等待(約為間隔的一半)
125Hz(多數藍牙/辦公滑鼠)8ms約 4ms
500Hz2ms約 1ms
1000Hz(電競標準)1ms約 0.5ms
2000Hz0.5ms約 0.25ms
4000Hz0.25ms約 0.13ms
8000Hz0.125ms約 0.06ms

2. 第二關:電腦處理延遲 (PC Latency)

電腦收到輸入後,遊戲引擎(主要吃 CPU)先更新遊戲狀態與彈道判定,再把繪圖指令交給 GPU 渲染成畫面。這一段的長短,和「一幀要花多久」息息相關。

  • 渲染佇列 (Render Queue): 過去為了畫面平滑,CPU 會預先準備好幾幀畫面排隊等 GPU 處理。在電競中,這代表你看到的其實是「幾幀之前」的輸入結果;GPU 越滿載,佇列越長,延遲可能多出數十 ms。NVIDIA Reflex、AMD Anti-Lag 2(需遊戲支援)等技術會讓 CPU 與 GPU 步調同步,把佇列壓到近乎清空,實現「即算即送」,所以遇到有支援的遊戲,請務必在遊戲內開啟。
  • 幀率與每幀時間 (Frame Time): 一幀畫面所需的時間 = 1000 ÷ FPS:60 FPS 是 16.7ms、144 FPS 是 6.9ms、240 FPS 只要 4.2ms。你的輸入必須「趕上」下一幀才會被畫出來,所以 FPS 越高,平均等待就越短。這也是為什麼在 144Hz 螢幕上跑 400 FPS,手感仍可能比鎖 144 FPS 更跟手。
  • 垂直同步 (V-Sync): 為了避免畫面撕裂,V-Sync 會讓畫面等到螢幕刷新時才送出,常伴隨額外的緩衝,通常會增加可感的延遲。競技遊戲建議關閉;若不想看到撕裂,可改用 G-SYNC / FreeSync(可變更新率),並把 FPS 上限設在略低於螢幕更新率的位置(例如 144Hz 設 141 FPS),避免頂到上限。

3. 第三關:螢幕顯示延遲 (Display Latency)

顯示卡把畫面算好後,透過 DP/HDMI 線傳給螢幕。螢幕內部晶片收到後,還要處理影像,並控制液晶偏轉或 OLED 發光,這才算真正完成。

  • 更新率 (Refresh Rate): 60Hz 螢幕每 16.7ms 才刷一張圖,144Hz 是 6.9ms,240Hz 是 4.2ms,而 360Hz 只需要 2.8ms。更新率越高,你就能「越早」看到最新的那一幀畫面。另外,多數螢幕是由上而下逐行更新,同一幀的畫面底部會比頂部晚出現,更新率越高,這個落差越小。
  • 輸入延遲 vs 響應時間: 廠商常標榜的「1ms GTG」是指像素變色的速度(防止殘影),而且通常是在特定過驅動 (Overdrive) 設定下的最佳值;「螢幕輸入延遲」則是指螢幕晶片處理訊號的速度。兩者是不同的數字,1ms 的響應時間不等於 1ms 的輸入延遲。很多電視雖然畫面漂亮,但沒開「遊戲模式」時,內部影像處理(如降噪、插幀、畫質增強)可能導致 30ms 以上的致命延遲!
  • 面板類型與額外功能: OLED 的像素響應極快(常見規格約 0.03ms GTG 等級),但那只是像素本身;整體輸入延遲仍取決於訊號處理。此外,背光閃爍功能(如 BFI、ULMB)能改善動態清晰度,但通常會增加額外延遲,競技時要斟酌是否開啟。
螢幕更新率每幀時間
60Hz16.7ms
120Hz8.3ms
144Hz6.9ms
165Hz6.1ms
240Hz4.2ms
360Hz2.8ms
500Hz2.0ms

從表中也能看出邊際效益遞減:60Hz 升到 144Hz,每幀少了近 10ms;但 240Hz 升到 360Hz,只再少 1.4ms。

三關加總:延遲預算一覽

延遲是「相加」的:每一關都貢獻一段時間。下表把三關拆開比較,說明上方動畫中「50ms 以上」與「15ms 以下」是怎麼來的(數值是為了方便理解而整理的概略區間,實際請以自己的設備實測為準):

環節一般辦公設備(典型情況)電競優化設備(最佳化情況)
🖱️ 周邊
(去抖動 + 回報 + 傳輸)
約 8–20ms
藍牙或 125Hz、一般去抖動
約 1–3ms
有線/2.4GHz、1000Hz 以上、低去抖動
💻 電腦
(遊戲引擎 + 渲染佇列)
約 15–30ms
V-Sync 開啟;GPU 滿載時更高
約 3–6ms
高 FPS + Reflex
🖥️ 螢幕
(處理 + 掃描 + 像素響應)
約 15–30ms
60Hz、影像處理未關閉
約 3–5ms
240Hz 以上高速面板或 OLED
合計約 40–80ms約 7–14ms

從表中可以看到,優化空間最大的通常是「你最慢的那一環」,而不是「你最貴的那一環」。

實戰優化清單

建議依照「先免費、再花錢」的順序處理,CP 值最高。

免費設定(10 分鐘內可完成)

  1. 確認螢幕更新率已設為最高: 很多人買了高更新率螢幕,Windows 卻仍停在 60Hz。到「設定 → 系統 → 顯示 → 進階顯示」,選擇螢幕支援的最高更新頻率。
  2. 遊戲內開啟低延遲技術: 有支援時,開啟 NVIDIA Reflex 或 AMD Anti-Lag 2。
  3. 關閉 V-Sync: 若在意撕裂,改用 G-SYNC / FreeSync,並把 FPS 上限設在略低於更新率。
  4. 關閉螢幕的影像處理: 在螢幕 OSD 選單中,關閉動態對比、降噪、插幀與影像增強;電視請啟用「遊戲模式」。
  5. 別讓 GPU 長期滿載: 若 GPU 使用率長時間接近 100%,渲染佇列就會變長。競技遊戲值得調低陰影、解析度縮放或光線追蹤,換取更低的延遲。
  6. 關閉不必要的背景程式: 錄影軟體、大量瀏覽器分頁、RGB 控制程式等會搶 CPU 資源,造成幀時間不穩。
  7. 螢幕直連顯示卡: 盡量以 DP 或 HDMI 直接連接,避免經過轉接器、擴充座或 KVM,這些可能增加額外延遲。

周邊升級

  • 競技類遊戲請從藍牙改用有線或 2.4GHz 專用接收器。
  • 回報率從 1000Hz 起跳即可。想上 2000–8000Hz,先確認 CPU 有餘裕、滑鼠直接插在主機後方的 USB 埠(不經 Hub),且遊戲 FPS 沒有因此下降。
  • 鍵盤可考慮支援 Rapid Trigger 的磁軸鍵盤或低去抖動的光軸鍵盤,並在驅動軟體中適度調低去抖動時間(記得測試是否會誤觸)。

螢幕升級

  • 競技 FPS 優先考慮 240Hz 以上、響應快速的面板(如 Fast IPS 或 OLED),並參考第三方實測的輸入延遲,而不是只看「1ms」的標示。
  • 顯示卡與 CPU 必須能跑出對應的 FPS,否則高更新率螢幕的優勢發揮不出來。

如何測量自己的輸入延遲

想知道自己的實際數字,可以從簡單到專業依序嘗試:

  • 遊戲內/驅動統計: 支援 Reflex 的遊戲可在 NVIDIA 的效能覆蓋介面看到「PC 延遲」。它只涵蓋電腦端(不含周邊與螢幕),很適合用來比較調整設定前後的差異。
  • 高速攝影土法: 用手機的 240fps 慢動作,同時拍到滑鼠按鍵與螢幕上的反應(例如槍口火光),逐格數出從按下到畫面出現的格數,每格約 4.2ms。誤差大約一到兩格,但足以看出數十 ms 等級的差異。
  • 專用硬體: NVIDIA LDAT、部分 G-SYNC 電競螢幕內建的 Reflex Analyzer,或 OSRTT 等社群工具,透過光感測器偵測畫面亮度變化,可以量到完整的「點擊到發光」延遲。
  • 先檢查基本盤: 用 GearLab 的鍵盤測試工具檢查按鍵是否吃字、回報是否穩定,再用螢幕數據健檢選擇你的螢幕型號,比對官方規格,確認螢幕真的跑在它支援的最高更新率與原生解析度。

常見問題 FAQ

輸入延遲多少 ms 才算好?

沒有絕對標準,以下是經驗法則:休閒或單機遊戲,整體延遲在 50ms 內多數人不太有感;競技 FPS 通常希望壓在 30ms 以下;追求極致的高手會盯著 20ms 甚至 15ms 以下。若只看螢幕端(不含像素響應),約 10ms 以內對多數玩家已足夠,超過 20ms 就開始能感覺到。

FPS 已經很高,為什麼還是覺得有延遲?

高 FPS 只縮短了「每幀時間」。如果 GPU 已接近滿載造成渲染佇列變長,或是開著 V-Sync、使用藍牙滑鼠、螢幕沒關影像處理,延遲依然存在。可以先確認 Reflex、V-Sync 與周邊連線方式。

2.4GHz 無線與藍牙滑鼠可以打電競嗎?

主流電競品牌的 2.4GHz 無線滑鼠,實際手感與有線幾乎沒有差別,職業選手也廣泛使用;藍牙滑鼠則因回報間隔較長且不穩定,不建議用在競技類遊戲。

8000Hz 回報率值得買嗎?

對多數人來說,1000–2000Hz 已經足夠。8000Hz 相較 1000Hz 實際只再省下零點幾 ms,卻會增加 CPU 負擔,也需要滑鼠直插主機板的 USB 埠。除非你的 CPU 有餘裕、搭配 240Hz 以上螢幕,並且已經處理完其他環節,否則預算先放在有線/2.4GHz、螢幕與 Reflex 設定上更划算。

電視可以拿來打電競嗎?

可以,但務必開啟「遊戲模式」,並挑選支援 ALLM/VRR、且第三方實測延遲數據漂亮的機型。許多中高階電視在遊戲模式與 120Hz 下,延遲可降到約 10ms 上下;沒開遊戲模式則可能高出好幾倍。

💡 結論:延遲是「加總」出來的

輸入延遲 = 周邊 + 電腦 + 螢幕。就像木桶效應,最弱的那一環往往決定你的上限:如果你買了 360Hz 的螢幕,卻用著藍牙連線的辦公滑鼠,藍牙多出來的延遲很可能就吃掉了更新率省下的時間,對槍時依然處於劣勢。與其一味追求最高規格,不如先用上面的表格與清單找出你最慢的那一關,優先處理。

立即檢測你的設備體質

你的鍵盤會吃字嗎?螢幕真的有達到宣稱的刷新率嗎?使用 GearLab 專業工具,一次找出系統的延遲瓶頸。

⌨️ 測試鍵盤防鬼鍵與延遲

🩺 螢幕數據健檢

⚡ 反應時間挑戰(含硬體延遲估算) 🗡️ MOBA 操作測試(附硬體偵測報告) ⌨️ 打字速度挑戰(附鍵盤回報間隔估算)

First, Clear Up the Confusion: Input Lag vs. Ping vs. FPS

Players often lump three different kinds of "slow" together, but their causes and fixes are completely different:

TermWhat it measuresMain factorsUnit
Input LagTime from your action to the on-screen responsePeripherals, PC, monitorms
Ping
(Network Latency)
Round-trip time between your PC and the game serverNetwork connection, distance to the serverms
FPS
(Frame Rate)
How many frames are produced per secondGPU, CPU, graphics settingsFPS

The three influence each other but can't substitute for one another: a high FPS doesn't guarantee low input lag (a clogged render queue is the classic counterexample), and a low ping can't fix latency caused by your peripherals or monitor. "I shot first but died first" can be caused by network latency, by input lag, or by both at once. This article focuses on input lag.

Does 15 Milliseconds Really Matter?

The average human visual reaction time is around 200–250ms, so a 15ms difference isn't something you "see"—it's something you "feel." When aiming, your brain and hand constantly correct your movement based on what's on screen; the later the image arrives, the later the correction happens. It's most noticeable when flicking, tracking targets, and counter-strafing. For single-player story games or turn-based titles, the impact is much smaller.

1. Stage One: Peripheral Latency

This is the first runner in the relay race—your mouse and keyboard. When you press a switch, it takes time to send the signal to the PC.

  • Debounce Delay: Mechanical contacts produce tiny "bounce" signals the instant they close. To prevent a single press from registering as multiple clicks, traditional mechanical switches typically add a debounce delay of around 5ms in firmware. Optical switches (which sense with light and have no contact bounce) and magnetic switches (which sense travel via the Hall effect) can bring this delay close to zero, which is why pros are shifting to them. Magnetic switches also enable Rapid Trigger: the key registers a release as soon as it moves back up slightly, without waiting to return to a fixed reset point, making rapid taps and counter-strafes (e.g., A → D) crisper.
  • Polling Rate: How often does your mouse report to the PC? The standard is 1000Hz (1ms), and the latest esports mice support 4000Hz or even 8000Hz (0.125ms). Keep in mind, though, that the average extra wait added by polling is about half the polling interval. Going from 125Hz to 1000Hz is a huge improvement, but going from 1000Hz to 8000Hz saves only about 0.4ms more, while demanding more CPU resources—a clear case of diminishing returns.
  • Connection Type: Wired and 2.4GHz dongle connections can be extremely close in latency, and mainstream wireless esports mice are used by many pros. Bluetooth, to save power, typically has connection intervals ranging from a few ms to tens of ms and is prone to interference and jitter, so it isn't recommended for competitive games.
Mouse polling ratePolling intervalAverage added wait (about half the interval)
125Hz (most Bluetooth/office mice)8ms~4ms
500Hz2ms~1ms
1000Hz (esports standard)1ms~0.5ms
2000Hz0.5ms~0.25ms
4000Hz0.25ms~0.13ms
8000Hz0.125ms~0.06ms

2. Stage Two: PC Latency

After receiving the input, the game engine (mostly CPU-bound) updates the game state and ballistics, then hands draw commands to the GPU to render the frame. How long this takes is closely tied to how long each frame takes.

  • Render Queue: In the past, CPUs would prepare several frames ahead in a queue to keep visuals smooth. In esports, this means what you see reflects your input from "a few frames ago"; the more GPU-bound you are, the longer the queue grows, and it can add tens of milliseconds. Technologies like NVIDIA Reflex and AMD Anti-Lag 2 (game support required) synchronize the CPU and GPU to keep the queue nearly empty, achieving "just-in-time" rendering. If a game supports them, you should enable them in the game's settings.
  • Frame Rate and Frame Time: Time per frame = 1000 ÷ FPS: 60 FPS is 16.7ms, 144 FPS is 6.9ms, and 240 FPS is just 4.2ms. Your input has to "catch" the next frame to be drawn, so the higher the FPS, the shorter the average wait. That's why running 400 FPS on a 144Hz monitor can still feel more responsive than capping at 144 FPS.
  • V-Sync: To prevent screen tearing, V-Sync holds frames until the monitor refreshes, often with extra buffering, which usually adds noticeable latency. Turn it off in competitive games. If you dislike tearing, use G-SYNC / FreeSync (variable refresh rate) instead, and cap your FPS slightly below the monitor's refresh rate (e.g., 141 FPS on a 144Hz monitor) so you don't hit the ceiling.

3. Stage Three: Display Latency

The GPU sends the rendered frame via DP/HDMI to the monitor. The monitor's internal chip processes the image and directs the liquid crystals or OLEDs to emit light—only then is the job truly done.

  • Refresh Rate: A 60Hz monitor draws a new frame every 16.7ms, 144Hz is 6.9ms, 240Hz is 4.2ms, and 360Hz is just 2.8ms. Higher refresh rates mean you see the newest frame earlier. Also, most monitors update from top to bottom, so the bottom of a frame appears later than the top; the higher the refresh rate, the smaller that gap.
  • Input Lag vs. Response Time: The advertised "1ms GTG" refers to pixel transition speed (reducing motion blur), usually measured at a specific overdrive setting; "Monitor Input Lag" is the processing speed of the monitor's scaler chip. They are different numbers—a 1ms response time does not mean 1ms of input lag. Many TVs have beautiful pictures but, without Game Mode turned on, suffer from 30ms+ of fatal input lag due to internal image processing such as noise reduction, motion interpolation, and picture enhancement!
  • Panel Type and Extra Features: OLED pixel response is extremely fast (commonly rated around 0.03ms GTG), but that only describes the pixel itself; overall input lag still depends on signal processing. In addition, backlight strobing features (such as BFI or ULMB) improve motion clarity but usually add extra latency, so think twice before enabling them for competitive play.
Monitor refresh rateTime per frame
60Hz16.7ms
120Hz8.3ms
144Hz6.9ms
165Hz6.1ms
240Hz4.2ms
360Hz2.8ms
500Hz2.0ms

The table also shows diminishing returns: going from 60Hz to 144Hz cuts nearly 10ms per frame, but going from 240Hz to 360Hz saves only another 1.4ms.

Adding It Up: The Latency Budget

Latency is additive: every stage contributes some time. The table below breaks the three stages apart and shows where the "50ms+" and "under 15ms" figures in the animation come from (the values are rough ranges compiled for easier understanding—measure your own setup for real numbers):

StageStandard office setup (typical)Optimized esports setup (best case)
🖱️ Peripheral
(debounce + polling + transmission)
~8–20ms
Bluetooth or 125Hz, standard debounce
~1–3ms
Wired/2.4GHz, 1000Hz+, low debounce
💻 PC
(game engine + render queue)
~15–30ms
V-Sync on; higher when GPU-bound
~3–6ms
High FPS + Reflex
🖥️ Display
(processing + scanout + pixel response)
~15–30ms
60Hz, image processing left on
~3–5ms
240Hz+ fast panel or OLED
Total~40–80ms~7–14ms

As the table shows, the biggest room for improvement is usually your slowest link, not your most expensive one.

Practical Optimization Checklist

Work through it in a "free first, spend later" order for the best value.

Free Settings (under 10 minutes)

  1. Make sure your monitor is set to its highest refresh rate: Many people buy a high-refresh monitor while Windows is still stuck at 60Hz. Go to Settings → System → Display → Advanced display and pick the highest refresh rate your monitor supports.
  2. Enable low-latency tech in-game: When supported, turn on NVIDIA Reflex or AMD Anti-Lag 2.
  3. Turn off V-Sync: If tearing bothers you, use G-SYNC / FreeSync instead and cap FPS slightly below the refresh rate.
  4. Disable the monitor's image processing: In the monitor's OSD menu, turn off dynamic contrast, noise reduction, motion interpolation, and image enhancement; on a TV, enable Game Mode.
  5. Don't keep your GPU pinned at 100%: If GPU utilization stays near 100%, the render queue grows. In competitive games, it's worth lowering shadows, resolution scaling, or ray tracing in exchange for lower latency.
  6. Close unnecessary background programs: Recording software, dozens of browser tabs, and RGB control apps can steal CPU resources and make frame times uneven.
  7. Connect the monitor directly to the GPU: Use DP or HDMI straight to the graphics card, avoiding adapters, docks, or KVM switches, which may add extra latency.

Peripheral Upgrades

  • For competitive games, move from Bluetooth to a wired or 2.4GHz dongle connection.
  • 1000Hz polling is a fine starting point. If you want 2000–8000Hz, first make sure your CPU has headroom, plug the mouse directly into a rear USB port on the motherboard (no hub), and check that your in-game FPS doesn't drop.
  • For keyboards, consider a magnetic-switch board with Rapid Trigger or a low-debounce optical-switch board, and lower the debounce time in the driver software as appropriate (test for accidental inputs).

Monitor Upgrades

  • For competitive FPS games, prioritize 240Hz or higher with a fast panel (such as Fast IPS or OLED), and check third-party measured input lag rather than relying only on the "1ms" label.
  • Your GPU and CPU must be able to reach matching frame rates, or a high-refresh monitor's advantage goes to waste.

How to Measure Your Own Input Lag

To find your actual numbers, try these methods, from simple to professional:

  • In-game / driver stats: In games that support Reflex, NVIDIA's performance overlay can show "PC Latency." It covers only the PC side (not the peripheral or monitor), which makes it great for comparing before and after a settings change.
  • DIY high-speed camera: Use your phone's 240fps slow-motion mode to capture the mouse button and the on-screen reaction (such as a muzzle flash) at the same time, then count the frames between the click and the image—each frame is about 4.2ms. The margin of error is one or two frames, but it's enough to reveal differences on the order of tens of milliseconds.
  • Dedicated hardware: NVIDIA LDAT, the Reflex Analyzer built into some G-SYNC esports monitors, or community tools such as OSRTT use light sensors to detect changes in screen brightness and can measure the full "click-to-photon" latency.
  • Check the basics first: Use GearLab's keyboard test tool to see whether keys are dropping inputs and whether reporting is stable, then use the Monitor Health Check to pick your monitor model, compare it with the official specs, and confirm it really runs at its maximum refresh rate and native resolution.

FAQ

How many milliseconds of input lag is considered good?

There's no absolute standard, but here are rules of thumb: for casual or single-player games, most people won't notice total latency under 50ms; competitive FPS players generally aim for under 30ms; and those chasing the extreme watch for under 20ms or even 15ms. Looking at the monitor alone (excluding pixel response), roughly 10ms or less is enough for most players, and beyond 20ms it starts to become noticeable.

My FPS is already high—why does it still feel laggy?

High FPS only shortens the "time per frame." If your GPU is near its limit and the render queue is long, or you're running V-Sync, a Bluetooth mouse, or a monitor with image processing left on, latency remains. Check Reflex, V-Sync, and your peripheral connection type first.

Are 2.4GHz wireless and Bluetooth mice OK for esports?

2.4GHz wireless mice from mainstream esports brands feel practically the same as wired ones and are widely used by pros. Bluetooth mice, with their longer and less stable polling intervals, aren't recommended for competitive games.

Is an 8000Hz polling rate worth buying?

For most people, 1000–2000Hz is plenty. Compared with 1000Hz, 8000Hz saves only a fraction of a millisecond, adds CPU load, and needs the mouse plugged directly into a motherboard USB port. Unless your CPU has headroom, you're pairing it with a 240Hz+ monitor, and you've already dealt with the other stages, your budget is better spent on a wired/2.4GHz connection, the monitor, and Reflex settings.

Can I use a TV for competitive gaming?

Yes, but you must enable Game Mode and choose a model that supports ALLM/VRR and has strong third-party latency measurements. Many mid-to-high-end TVs can get down to around 10ms in Game Mode at 120Hz; without Game Mode, it can be several times higher.

💡 Conclusion: Latency Is Additive

Input lag = peripheral + PC + display. Like a wooden barrel, the weakest link often sets your ceiling: if you buy a 360Hz monitor but use a Bluetooth office mouse, the extra Bluetooth latency can easily eat up the time saved by the higher refresh rate, and you'll still lose gunfights. Rather than chasing top-tier specs everywhere, use the tables and checklist above to find your slowest stage and fix that first.

Test Your Gear's Potential Now

Is your keyboard dropping inputs? Is your monitor really hitting its advertised specs? Use GearLab's professional tools to find your latency bottlenecks.

⌨️ Test Keyboard Latency & NKRO

🩺 Monitor Health Check

⚡ Reaction challenge (with hardware lag estimate) 🗡️ MOBA APM Test (with hardware report) ⌨️ Typing Speed Challenge (keyboard report-interval estimate)