PC Gaming Audio Latency

Discussion in 'Lounge' started by tzzsmk, Sep 26, 2025 at 2:00 PM.

  1. tzzsmk

    tzzsmk Audiosexual

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    while gaming industry is obsessed about low latency (screens, mice, graphics cards etc...) reaching 1's of ms latency, audio in games is stuck at ~100 ms latency....



    ....aand ASIO isn't an option in games (game engines) sadly

    thoughts?
     
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  3. PulseWave

    PulseWave Audiosexual

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    You're absolutely right that the gaming industry has pushed hard for ultra-low latency in visuals, input devices, and graphics processing, often achieving single-digit millisecond performance. However, audio latency in PC gaming remains a stubborn bottleneck, frequently hovering around 100 ms or more, which can feel jarring in fast-paced games where audio cues are critical. Let's break this down and explore why audio latency lags behind and what can be done.

    Why Audio Latency is High in PC Gaming
    1. Audio Stack Overhead:
      • On Windows, the default audio stack (WASAPI or older DirectSound) introduces significant latency. WASAPI in shared mode, commonly used by games, buffers audio to ensure compatibility across diverse hardware, resulting in 50-100 ms of latency.
      • Unlike graphics, where DirectX or Vulkan can directly interface with hardware, audio often passes through multiple layers (OS, drivers, middleware), adding delays.
    2. Game Engine Limitations:
      • Game engines like Unreal, Unity, or proprietary ones prioritize compatibility and ease of use over low-latency audio. They rely on high-level audio APIs (e.g., XAudio2, FMOD, Wwise) that aren't optimized for sub-10 ms latency.
      • ASIO, as you mentioned, is a low-latency audio driver protocol, but it's designed for professional audio applications (e.g., DAWs like Ableton or Pro Tools). Game engines don't support ASIO because it’s not practical for consumer-grade hardware, lacks universal compatibility, and requires exclusive hardware access, which conflicts with other system audio needs.
    3. Hardware and Driver Variability:
      • Unlike GPUs or monitors, audio hardware (soundcards, DACs, or onboard chips) varies widely in quality and driver optimization. Consumer audio devices prioritize cost and compatibility over latency, unlike pro-grade interfaces.
      • Bluetooth headsets, popular for gaming, often add 100-200 ms of latency due to encoding/decoding (even with low-latency codecs like aptX LL).
    4. Buffering for Stability:
      • Games use large audio buffers to prevent glitches or dropouts, especially on systems with varying performance. Smaller buffers reduce latency but risk audio stuttering if the CPU is under heavy load, so developers err on the side of stability.
    5. Lack of Industry Focus:
      • Audio latency is less perceptible to most gamers than visual or input lag, so it gets less attention. The human brain is more forgiving of slight audio delays (up to ~100 ms) compared to visual stuttering or mouse lag, which are immediately noticeable.
      • Competitive gamers, however, notice audio latency in scenarios like shooters, where sound cues (e.g., footsteps, gunshots) need to sync perfectly with actions.
    Current State of Audio Latency in Gaming
    • Typical Latency: Most PC games with standard setups (WASAPI, onboard audio, or gaming headsets) have 50-150 ms of audio latency, depending on the hardware, drivers, and engine.
    • Best-Case Scenario: Using high-end DACs or soundcards with optimized drivers (e.g., Creative Sound Blaster, ASUS Xonar) and WASAPI exclusive mode, latency can drop to 20-50 ms, but this is rare and often requires manual tweaks.
    • Wireless Audio: Bluetooth or 2.4 GHz wireless headsets add latency. Even "gaming-grade" wireless headsets (e.g., SteelSeries Arctis, Logitech G Pro) typically achieve 15-30 ms at best with proprietary protocols.
    • Console Comparison: Consoles like the PS5 or Xbox Series X often have tighter audio pipelines (thanks to custom hardware and OS integration), achieving 20-50 ms latency, but still not near the 1-5 ms of graphics/input.
    Why ASIO Isn't Viable for Games
    You mentioned ASIO, and you're right to lament its absence. ASIO achieves 1-10 ms latency in pro audio, but here’s why it’s not used in games:

    • Exclusive Hardware Access: ASIO locks the audio device, preventing other apps (e.g., Discord, Spotify) from outputting sound, which is unacceptable for most gamers.
    • Driver Support: Only high-end audio interfaces (e.g., Focusrite, RME) fully support ASIO. Consumer soundcards or onboard chips often lack proper ASIO drivers.
    • Complexity: Game engines would need to implement ASIO support, increasing development complexity and limiting compatibility with budget PCs.
    • CPU Overhead: ASIO’s small buffers demand more CPU cycles, which could impact game performance, especially on lower-end systems.
    Potential Solutions and Workarounds
    While we’re stuck with ~100 ms latency in most cases, there are ways to mitigate it:

    1. Use Wired Audio:
      • Wired headsets or speakers connected via 3.5mm or USB DACs have lower latency than wireless. High-end DACs like the Schiit Modi or Focusrite Scarlett can approach 20-30 ms with good drivers.
    2. Optimize Windows Audio Settings:
      • Set your audio device to the lowest supported buffer size in the driver control panel (e.g., Creative or Realtek software).
      • Use WASAPI exclusive mode if the game supports it (rare), as it bypasses some Windows audio mixing overhead.
    3. High-End Soundcards:
      • Cards like the Creative Sound Blaster AE-7 or EVGA Nu Audio support low-latency modes (20-40 ms) with custom drivers, though not ASIO-level.
    4. Game Engine Tweaks:
      • Some engines (e.g., Unreal) allow developers to adjust audio buffer sizes via config files. Modding communities occasionally share tweaks for specific games, but this is game-dependent and risky.
    5. Custom Audio Middleware:
      • Developers could adopt low-latency audio middleware like Steam Audio or Resonance Audio, but adoption is slow due to added development costs.
    6. Future APIs:
      • Microsoft’s Windows Sonic or DirectX 12 audio improvements could reduce latency in future games, but no major breakthroughs have been announced.
      • There’s hope for custom audio APIs tailored for gaming, similar to how NVIDIA Reflex optimizes input latency, but nothing concrete exists yet.
    Why It Matters and Future Outlook
    High audio latency can desync audio cues from gameplay, impacting immersion and competitive performance. For example, in Valorant or CS2, a 100 ms delay in hearing footsteps could mean the difference between reacting in time or getting outplayed. As VR and spatial audio grow, low-latency audio will become more critical for immersion.

    The industry could address this by:

    • Developing gaming-focused low-latency audio APIs.
    • Optimizing game engines for smaller audio buffers on high-end hardware.
    • Educating developers on audio latency’s impact, similar to the push for low input lag.
    For now, gamers can minimize latency with wired setups and driver tweaks, but a systemic fix requires industry-wide effort. If you’re curious about specific games or hardware, I can dig deeper into their audio performance or check X for community insights on low-latency setups. Let me know!
     
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