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September 7, 2016 08:08
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I was curious about how the different input latencies in TVs I was looking at would manifest in shooter games. This was small result.
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| <html> | |
| <head> | |
| <style> | |
| body { | |
| cursor: crosshair; | |
| } | |
| .follower{ | |
| position: fixed; | |
| font-family: sans-serif; | |
| font-size: 1.5rem; | |
| } | |
| </style> | |
| <script> | |
| var forEachFollower = function(f){ | |
| Array.prototype.forEach.call(document.getElementsByClassName('follower'), f); | |
| }; | |
| var setFollowerColor = function(element){ | |
| var delay = element.dataset.delay; | |
| var r = delay*5; | |
| var g = Math.abs(Math.floor(Math.cos(delay)*100)); | |
| var b = Math.abs(Math.floor(Math.sin(delay)*100)); | |
| element.style.color = 'rgb('+[r,g,b].join()+')'; | |
| }; | |
| var updateFollower = function(event, element){ | |
| element.style.left = event.x - element.offsetWidth/2; | |
| element.style.top = event.y - element.offsetHeight/2; | |
| }; | |
| var scheduleFollowerUpdate = function(event, element){ | |
| window.setTimeout(updateFollower, element.dataset.delay, event, element); | |
| } | |
| var mouseMoved = function(event){ | |
| forEachFollower(function(element){ | |
| scheduleFollowerUpdate(event, element); | |
| }); | |
| }; | |
| var onLoad = function(){ | |
| forEachFollower(setFollowerColor); | |
| document.addEventListener('mousemove', mouseMoved); | |
| } | |
| document.addEventListener('DOMContentLoaded', onLoad); | |
| </script> | |
| </head> | |
| <body> | |
| <div class='follower' data-delay='0'>+</div> | |
| <div class='follower' data-delay='15'>+</div> | |
| <div class='follower' data-delay='50'>+</div> | |
| </body> | |
| </html> |
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