100 ms is completely wrong. You can prove it yourself using fingers, a table and a clock with visible seconds. When synchronized with the seconds of the stopwatch, constantly strike the table so that every two hits strike 16 hits. I chose 16, because it’s natural to type a multiple of two, so it's like four strong hits with three weak hits in between. Their sounds are clearly visible adjacent beats. The bits are divided by about 60 ms, so even 60 ms is actually still too high. Therefore, the threshold is less than 100 ms, especially when it comes to sound.
For example, a drum application or keyboard application requires a delay of more than 30 ms, otherwise it becomes very annoying because you hear the sound coming from the physical button / pad / key long before the sound comes out of the speakers. Software such as ASIO and jack was specifically designed to solve this problem, so no excuses. If your drum app has a delay of 100 ms, I will hate you.
The situation for VoIP and high-performance games is actually worse, because you need to respond to events in real time and in music, at least you plan ahead, at least a little. For an average human response time of 200 ms, a further delay of 100 ms is a huge penalty. This noticeably changes the conversation flow of VoIP. In games, the response time of 200 ms is long, especially if the players have a lot of practice.
enigmaticPhysicist Jul 22 '18 at 5:21 2018-07-22 05:21
source share