       MANUAL LAG TEST (1/3)

The main intention is to show
a changing pattern on the
screen, which can be complemented
with audio and vibration on the
controller if set. This should
show to some degree any lag when
processing the signal.

As an added feature, the user
can click the #GA#G button when
the sprite is aligned with the
one on the background, and the
offset in frames from the actual
intersection will be shown on
screen. This can be repeated ten
times and the software will
calculate the average. Whenever
the button was pressed before the
actual intersection frame, the


                       #C(cont...)#C
       MANUAL LAG TEST (2/3)

result will be ignored (but still
shown onscreen).

Button #GCL#G can be used to
change the direction
of the sprite from vertical to
horizontal, or display both at
the same time.

#ROf course the evaluation is
dependent on reflexes and/or
rhythm more than anything.#R The
visual and audio cues are the
more revealing aspects which 
the user should consider, of
course the interactive
factor can give an experienced
player the hang of the system
when testing via different
connections.

                       #C(cont...)#C
       MANUAL LAG TEST (3/3)

Since a frame is around 16 ms
(1000/60) in NTSC and 20 ms
(1000/50) in PAL, that value
must be considered the general
error when using the test results.

