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可感知的最短应用程序响应延迟是多少?

[英]What is the shortest perceivable application response delay?

A delay will always occur between a user action and an application response.在用户操作和应用程序响应之间总是会出现延迟。

It is well known that the lower the response delay, the greater the feeling of the application responding instantaneously.众所周知,响应延迟越低,应用瞬间响应的感觉就越大。 It is also commonly known that a delay of up to 100ms is generally not perceivable.还众所周知,通常察觉不到高达 100 毫秒的延迟。 But what about a delay of 110ms?但是延迟 110 毫秒呢?

What is the shortest application response delay that can be perceived?可感知的最短应用程序响应延迟是多少?

I'm interested in any solid evidence, general thoughts and opinions.我对任何确凿的证据、一般想法和意见都感兴趣。

The 100 ms threshold was established over 30 yrs ago. 100 毫秒阈值是 30 多年前建立的。 See:看:

Card, SK, Robertson, GG, and Mackinlay, JD (1991). Card, SK, Robertson, GG 和 Mackinlay, JD (1991)。 The information visualizer: An information workspace.信息可视化工具:信息工作区。 Proc.过程。 ACM CHI'91 Conf. ACM CHI'91 会议。 (New Orleans, LA, 28 April-2 May), 181-188. (路易斯安那州新奥尔良,4 月 28 日至 5 月 2 日),181-188。

Miller, RB (1968). RB 米勒 (1968)。 Response time in man-computer conversational transactions.人机对话事务中的响应时间。 Proc.过程。 AFIPS Fall Joint Computer Conference Vol. AFIPS 秋季联合计算机会议卷。 33, 267-277. 33、267-277。

Myers, BA (1985).迈尔斯,文学学士 (1985)。 The importance of percent-done progress indicators for computer-human interfaces.计算机人机界面的完成百分比进度指标的重要性。 Proc.过程。 ACM CHI'85 Conf. ACM CHI'85 会议。 (San Francisco, CA, 14-18 April), 11-17. (加利福尼亚州旧金山,4 月 14 日至 18 日),11-17。

What I remember learning was that any latency of more than 1/10th of a second (100ms) for the appearance of letters after typing them begins to negatively impact productivity (you instinctively slow down, less sure you have typed correctly, for example), but that below that level of latency productivity is essentially flat.我记得学习的是,在输入字母后出现超过 1/10 秒(100 毫秒)的任何延迟都会开始对工作效率产生负面影响(例如,你本能地放慢速度,不太确定你是否输入正确),但低于该水平的延迟生产力基本上是持平的。

Given that description, it's possible that a latency of less than 100ms might be perceivable as not being instantaneous (for example, trained baseball umpires can probably resolve the order of two events even closer together than 100ms), but it is fast enough to be considered an immediate response for feedback, as far as effects on productivity.鉴于该描述,小于 100 毫秒的延迟可能被认为不是瞬时的(例如,训练有素的棒球裁判可能可以确定两个事件的顺序甚至比 100 毫秒更接近),但它足够快,可以考虑就对生产力的影响而言,对反馈的立即响应。 A latency of 100ms and greater is definitely perceivable , even if it's still reasonably fast. 100 毫秒或更长的延迟绝对是可察觉的,即使它仍然相当快。

That's for visual feedback that a specific input has been received.这是针对已收到特定输入的视觉反馈。 Then there'd be a standard of responsiveness in a requested operation.然后在请求的操作中会有一个响应标准。 If you click on a form button, getting visual feedback of that click (eg. the button displays a "depressed" look) within 100ms is still ideal, but after that you expect something else to happen.如果您单击一个表单按钮,在 100 毫秒内获得该次单击的视觉反馈(例如按钮显示“沮丧”的外观)仍然是理想的,但在那之后您期望发生其他事情。 If nothing happens within a second or two, as others have said, you really wonder if it took the click or ignored it, thus the standard of displaying some sort of "working..." indicator when an operation might take more than a second before showing a clear effect (eg. waiting for a new window to pop up).如果一两秒内没有任何反应,就像其他人所说的那样,您真的想知道它是点击还是忽略它,因此当操作可能需要超过一秒时显示某种“正在工作...”指示器的标准在显示清晰效果之前(例如,等待弹出新窗口)。

New research as of January, 2014:截至 2014 年 1 月的新研究:

http://newsoffice.mit.edu/2014/in-the-blink-of-an-eye-0116 http://newsoffice.mit.edu/2014/in-the-blink-of-an-eye-0116

...a team of neuroscientists from MIT has found that the human brain can process entire images that the eye sees for as little as 13 milliseconds...That speed is far faster than the 100 milliseconds suggested by previous studies... ...麻省理工学院的一组神经科学家发现,人脑可以在短短 13 毫秒内处理眼睛看到的整个图像...这个速度远远快于之前研究建议的 100 毫秒...

At the San Francisco Opera house, we routinely setup precise delay setting for each of our speakers.在旧金山歌剧院,我们通常会为每个扬声器设置精确的延迟设置。 We can detect 5 millisecond changes in delay times to our speakers.我们可以检测到扬声器延迟时间的 5 毫秒变化。 When you make such subtle changes, you change where the sound sources from.当你做出如此细微的改变时,你就改变了声源的来源。 Often times we want sound to sound as if it's coming from someplace other than were the speakers are.很多时候,我们希望声音听起来像是来自扬声器以外的其他地方。 Precise delay adjustments make this possible.精确的延迟调整使这成为可能。 Sound delays of 15 milliseconds are very obvious even to untrained ears because it radically shifts where the sound sources from. 15 毫秒的声音延迟即使对于未经训练的耳朵来说也是非常明显的,因为它从根本上改变了声源的来源。 A simple test is to prove this is to play sound through multiple speakers, and have the subject close their eyes and point to where the sound is coming from.一个简单的测试是证明这是通过多个扬声器播放声音,并让受试者闭上眼睛并指向声音的来源。 Now make a slight change in the delay time to one of the speakers of just a few milliseconds, and have the person point again to where the sound is coming from.现在将其中一个扬声器的延迟时间稍微改变几毫秒,然后让这个人再次指向声音的来源。 Making changes in delay times is acoustically very similar to moving the actual speakers.改变延迟时间在声学上与移动实际扬声器非常相似。

I don't think anecdotes or opinions are really valid for answers here.我不认为轶事或意见对这里的答案真的有效。 This question touches on the psychology of user experience and the sub-conscious mind.这个问题涉及到用户体验的心理学和潜意识。 The human brain is powerful and fast and mere milliseconds do count and are registered.人脑强大而快速,只需几毫秒就可以计算并记录下来。 I am no expert but I know there is much science behind eg what Matt Jacobsen mentioned.我不是专家,但我知道背后有很多科学依据,例如 Matt Jacobsen 提到的内容。 Check out Google's study here http://services.google.com/fh/files/blogs/google_delayexp.pdf for an idea of how much it can affect site traffic.在此处查看 Google 的研究http://services.google.com/fh/files/blogs/google_delayexp.pdf ,了解它对网站流量的影响有多大。

Here's another study by Akami - 2 second response time http://www.akamai.com/html/about/press/releases/2009/press_091409.html (From https://ux.stackexchange.com/questions/5529/once-apon-a-time-there-was-a-10-seconds-to-load-a-page-rule-what-is-it-nowa )这是 Akami 的另一项研究 - 2 秒响应时间http://www.akamai.com/html/about/press/releases/2009/press_091409.html (来自https://ux.stackexchange.com/questions/5529/once -apon-a-time-there-a-10-seconds-to-load-a-page-rule-what-is-it-nowa )

Does anyone have any other studies to share?有没有人有任何其他研究可以分享?

Persistence of vision is around 100ms so it should be a reasonable visual feedback delay.视觉暂留大约为 100 毫秒,因此它应该是一个合理的视觉反馈延迟。 110ms should make no difference, as it is an approximate value. 110ms 应该没有什么区别,因为它是一个近似值。 In practice you won't notice a delay below 200ms.实际上,您不会注意到低于 200 毫秒的延迟。

Out of my memory, studies have shown that users lose patience and retry an operation after around 2s of inactivity (in the absence of feedback), eg clicking on a confirm or action button.根据我的记忆,研究表明用户会在大约 2 秒不活动(没有反馈)后失去耐心并重试操作,例如单击确认或操作按钮。 So plan on using some kind of animation if the action takes longer than 1s.因此,如果动作花费的时间超过 1 秒,请计划使用某种动画。

I worked on an application that had a explicit business goal of being blindingly fast, and we had a max allowed server time of 150ms for processing a full web page.我开发的应用程序有一个明确的业务目标,即快得令人眼花缭乱,我们有一个最大允许的服务器时间为 150 毫秒来处理一个完整的网页。

No solid evidence but for our own application, we allow a maximum of one second between a user action and feedback.没有确凿的证据,但对于我们自己的应用程序,我们允许用户操作和反馈之间最多间隔一秒。 If it does take longer, a "waiting box" should be shown.如果确实需要更长的时间,则应显示“等待框”。

A user should see "something" happening within a second of causing an action.用户应该在引起动作的一秒钟内看到“某事”发生。

Use the dual of test for visual spatial resolution ( two parallel black bars, with an equal width, and an equal gap between them. Reduce angular subtense until they appear to be one line, ie scale down or simply move away. The point at which it seems to merge into one line shows the threshold).使用视觉空间分辨率的双重测试(两个平行的黑条,宽度相等,它们之间的间隙相等。减少对向角直到它们看起来是一条线,即缩小或简单地移开。所在的点它似乎合并成一行显示阈值)。

Use function gen to blink an LED on for an interval, then off, then on, then off --- same time delay each interval, but repeat the pattern while gradually decreasing that delay, thus same as above, but time in place of space.使用功能 gen 使 LED 闪烁一段时间,然后关闭,然后打开,然后关闭 --- 每个间隔都有相同的时间延迟,但在逐渐减少延迟的同时重复该模式,因此与上面相同,但时间代替了空间. Imagine an oscilloscope image like so:想象一下这样的示波器图像:

_________/^d^\_d_/^d^\_________

I note that at 41 ms interval, I perceive one longer blink only, but at 42 ms, I just perceive it as extremely rapid double blink.我注意到,在 41 毫秒的间隔,我只感觉到一次较长的眨眼,但在 42 毫秒,我只感觉到它是非常快速的两次眨眼。 Thus, threshold is ~42ms.因此,阈值为 ~42ms。 Probably varies depending on person, age, condition etc.可能因人、年龄、状况等而异。

This is close to 24 fps, which is probably why cinema works at that presentation rate.这接近 24 fps,这可能就是电影以该放映速率工作的原因。

Reaction time to see something, then decide to react, say by clicking mouse etc, is longer much longer again.看到某些东西的反应时间,然后决定做出反应,比如通过单击鼠标等,再次更长。 Thus, it's not surprising that experiments requiring a reaction response to measure yield a longer time, but that longer delay wasn't what you were asking for, and the above experiment is easy and illuminating!因此,需要反应响应来测量的实验会产生更长的时间也就不足为奇了,但是更长的延迟并不是您所要求的,并且上述实验很简单且很有启发性!

But note also -- smoothly moving animations require the visual cortex to work harder, delaying visual comprehension.但也要注意——平滑移动的动画需要视觉皮层更加努力地工作,从而延迟视觉理解。 This delay is 'hidden' from perception, so longer delays (several hundred ms) can be 'hidden' by just providing something thats difficult to see because moving.这种延迟对感知是“隐藏”的,因此只需提供一些因为移动而难以看到的东西,就可以“隐藏”更长的延迟(几百毫秒)。

The effect that hides it is called Chronostasis .隐藏它的效果称为Chronostasis Basically, glancing somewhere 'new' requires the visual cortex to work harder to 'de-render' / 'recognise' the scene.基本上,瞥一眼“新”的地方需要视觉皮层更加努力地“去渲染”/“识别”场景。 This takes a remarkably long time, during which your consciousness is essentially 'paused'.这需要相当长的时间,在此期间你的意识基本上是“暂停”的。

Once looking at a mostly-constant scene, only changes need this processing, so smaller/faster changes are possible and your perceptual experience resumes, and faster/smaller movements are detectable.一旦看到一个基本不变的场景,只有变化需要这个处理,所以更小/更快的变化是可能的,你的感知体验会恢复,更快/更小的运动是可检测的。

The detection of changes visually is processed basically on your retina.视觉上的变化检测基本上是在你的视网膜上进行的。 Your eyes also have a natural 'bandpass' response -- stare unblinkingly at anything for sufficient time, and at sufficient distance for saccades to be unable to change the image much, and you will find your visual feed fading out to 'grey'.你的眼睛也有一种自然的“带通”反应——不眨眼地盯着任何东西看足够长的时间,并保持足够的距离让扫视无法改变图像太多,你会发现你的视觉馈送逐渐变成“灰色”。 This is what gives us our 'white balance', and is somewhat similar to the automatic gain control on analogue radio/tv.这就是我们的“白平衡”,有点类似于模拟收音机/电视上的自动增益控制。

The point is, that your eyes themselves have a time constant to respond, but this is actually dependant on the strength of the stimulus.关键是,你的眼睛本身有一个时间常数来做出反应,但这实际上取决于刺激的强度。 (brightness of the LED, for our case). (LED 的亮度,对于我们的案例)。

Too bright, and the ability of your retinal cells to 'relax' back from the brightness, ie, respond to the 'sudden dark', is compromised.太亮了,你的视网膜细胞从亮度中“放松”回来的能力,即对“突然黑暗”的反应,就会受到损害。

The effect which keeps you seeing bright things after the light has stopped is called 'persistence of vision', and old cathode-ray picture tubes more or less depend heavily on it for them to work at all.在光线停止后让您继续看到明亮物体的效果称为“视觉暂留”,旧的阴极射线显像管或多或少地严重依赖它才能工作。

This is the one that's usually 100 ms or so, but it's not a 'sharp' interval -- more like a exponential roll-off, and again -- changes duration depending on how bright the stimulus is relative to how dark-adjusted (ie, sensitive) the eye is at that moment.这是通常为 100 毫秒左右的间隔,但它不是一个“尖锐”间隔——更像是指数衰减,并且再次——根据刺激相对于暗调整的亮度(即,敏感)眼睛在那一刻。

For duller, faster changes, especially changes outside your fovea, you will perceive even higher rates easily.对于更迟钝、更快的变化,尤其是中央凹以外的变化,您会很容易察觉到更高的变化率。 Eg, flickering lights.例如,闪烁的灯光。 Those outer parts of your retina (most of the area, actually) are adapted to detecting movement, and bringing it to your attention.视网膜的那些外部部分(实际上是大部分区域)适合检测运动,并引起您的注意。 So it makes sense that although lacking spatial resolution, they have greater time resolution / shorter response rate.因此,尽管缺乏空间分辨率,但它们具有更高的时间分辨率/更短的响应速度,这是有道理的。

But this also means animating things usually requires even finer time steps, otherwise 'jumpiness' is perceptible, mostly due to that faster response.但这也意味着动画通常需要更精细的时间步长,否则“跳跃”是可察觉的,主要是由于更快的响应。

Note all the scaling/sliding full screen animations iOS uses -- these essentially exploit chronostasis to hide technically unavoidable loading delays, giving the perception that those products respond instantly and smoothly at all times.请注意 iOS 使用的所有缩放/滑动全屏动画——这些本质上是利用 chronostasis 来隐藏技术上不可避免的加载延迟,给人的感觉是这些产品在任何时候都能立即流畅地响应。

So, show something different within 42 ms -> instant response.因此,在 42 毫秒内显示不同的内容 -> 即时响应。 Keep animating otherwise useless hard-to-see-properly visuals continuously at high frame rates, then stop suddenly when done -> hides the delay so long as enough is visually busy, and the delay isn't too long.继续以高帧率连续动画,否则无用的难以正确看到的视觉效果,然后在完成时突然停止 -> 只要视觉上足够忙,并且延迟不会太长,就会隐藏延迟。 (probably 250ms is pushing the friendship). (大概 250 毫秒推动了友谊)。

This also seems to tee up with other's perceptions of input lag, for example: http://danluu.com/input-lag/这似乎也符合其他人对输入滞后的看法,例如: http ://danluu.com/input-lag/

I am a cognitive neuroscientist who studies visual perception and cognition.我是一名研究视觉感知和认知的认知神经科学家。

The paper by Mary Potter mentioned above regards the minimum time required to categorize a visual stimulus.上面提到的 Mary Potter 的论文涉及对视觉刺激进行分类所需的最短时间。 However, understand that this is under laboratory conditions in the absence of any other visual stimuli, which certainly would not be the case in the real world user experience.但是请注意,这是在没有任何其他视觉刺激的实验室条件下进行的,在现实世界的用户体验中肯定不会出现这种情况。

The typical benchmark for a stimulus-response / input-stimulus interaction, that is, the average amount of time for an individuals minimum reaction speed or input-response detection is ~200ms.刺激-响应/输入-刺激交互的典型基准,即个人最小反应速度或输入-响应检测的平均时间约为 200 毫秒。 to be certain there is no detectable difference, this threshold could be lowered to around 100ms.为了确定没有可检测到的差异,这个阈值可以降低到 100 毫秒左右。 Below this threshold, the temporal dynamics of your cognitive processes take longer to compute the event than the event itself, so there is nearly no chance of any ability to detect or differentiate it.低于此阈值,你的认知过程的时间动态计算事件比事件本身需要更长的时间,因此几乎没有任何机会检测或区分它。 You could go lower to say 50 ms, but it really wouldn't be necessary.您可以降低到 50 毫秒,但实际上没有必要。 10 ms and you've gone into the territory of overkill. 10 毫秒,你已经进入了矫枉过正的领域。

100ms is totally wrong. 100 毫秒是完全错误的。 You can prove this yourself using your fingers, a desk, and a watch with visible seconds.您可以自己用手指、桌子和带秒针的手表来证明这一点。 Synchronising to the watch's seconds, drum out beats on the desk continuously such that 16 beats are drummed out every second.与手表的秒数同步,桌上的鼓声不断敲击,每秒敲出 16 拍。 I chose 16 because it is natural to drum out multiples of two, so it's like four strong beats with three weak beats in between.我选择 16 是因为鼓出 2 的倍数是很自然的,所以它就像四个强拍之间有三个弱拍。 Adjacent beats are clearly discernible by their sound.相邻节拍的声音清晰可辨。 The beats are separated by about 60ms, so even 60 ms is actually still too high.节拍间隔大约 60 毫秒,所以即使是 60 毫秒实际上仍然太高了。 Therefore the threshold is way below 100ms, especially if sound is involved.因此,阈值远低于 100 毫秒,尤其是在涉及声音的情况下。

For instance, a drum app or a keyboard app needs a delay of more like 30ms, or else it gets really annoying, because you hear the sound coming from the physical button / pad / key well before the sound comes out of the speakers.例如,鼓应用程序或键盘应用程序需要更多的延迟 30 毫秒,否则它会变得非常烦人,因为你在声音从扬声器发出之前就听到了来自物理按钮/打击垫/按键的声音。 Software like ASIO and jack were made specifically to deal with this issue, so no excuses.像 ASIO 和 jack 这样的软件就是专门为解决这个问题而设计的,所以没有任何借口。 If your drum app has a 100ms delay, I will hate you.如果你的鼓应用有 100 毫秒的延迟,我会恨你的。

The situation for VoIP and high powered gaming is actually worse, because you need to react to events in real time, and in music, at least you get to plan ahead at least a little. VoIP 和高性能游戏的情况实际上更糟,因为你需要实时对事件做出反应,而在音乐方面,至少你至少要提前一点计划。 For an average human reaction time of 200ms, a further 100ms delay is an enormous penalty.对于 200 毫秒的平均人类反应时间,再延迟 100 毫秒是一个巨大的惩罚。 It noticeably changes the conversational flow of VoIP.它显着改变了 VoIP 的会话流程。 In gaming, 200ms reaction time is generous, especially if the players have a lot of practice.在游戏中,200 毫秒的反应时间已经足够了,特别是如果玩家有大量练习的话。

For a reasonably current scholarly article, try out How Much Faster is Fast Enough?对于一篇相当最新的学术文章,试试快多少才够快? User Perception of Latency & Latency Improvements in Direct and Indirect Touch (PDF). 直接和间接触摸中的延迟和延迟改进的用户感知(PDF)。 While the main focus was on JND (Just Noticeable Difference) of delay, there is some good background on on absolute delay perception and they also acknowledge and account for 60Hz monitors (16.7 ms repaint times) in their second experiment.虽然主要关注延迟的 JND(Just Noticeable Difference),但在绝对延迟感知方面有一些很好的背景,他们还在第二个实验中承认并考虑了 60Hz 监视器(16.7 毫秒重绘时间)。

For web applications 200ms is considered as unnoticable delay, while 500ms is acceptable.对于 Web 应用程序,200 毫秒被认为是不明显的延迟,而 500 毫秒是可以接受的。

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