TouchMarks I: Smartphone Touchscreen Latencies

Last week, Apple released the iPhone 5C and iPhone 5S. As soon as these devices hit the streets, they’ll invariably be benchmarked. Nowadays, we have benchmarks for mobile CPUs , GPUs  and even repairability . However, when we talk about responsiveness, our reviews are much more qualitative and subjective.

As a technology platform focused on low-latency streaming of apps from the cloud to mobile devices, Agawi’s 15 person team has been thinking, breathing and dreaming response time (also known as latency) on mobile for the last 3 years. Since every few milliseconds of latency reduces the responsiveness of the app being streamed, we have focused on relentlessly identifying, measuring and eliminating latency to make streaming applications to mobile devices as responsive as possible.

Today, our latency experts are using their knowledge to introduce the first quantitative and objective benchmark of app response times: TouchMarks. By introducing TouchMarks to the market, we hope to bring more rigour to discussions around touchscreen response times, device lag, streaming latency and other topics related to how responsive an application feels on a mobile device. We’ll define some terms in the space so when we talk about response times, we’re all talking about the same thing. We’ll also try to bring to light all the sources of latency that many people and companies are unaware of so they can improve their products taking them into account.

The hardware and software behind TouchMarks will be open sourced so that others can replicate our results, improve TouchMarks and use these tools to improve the responsiveness of their products and services.

touchscope1

Agawi's Touchscope was built in-house to get multiple samples of touchscreen response times very quickly, the Touchscope measures App Response Time (ART) by capturing the time delta between activation of the Force Sensitive Resistor on the glove and the Light Sensitive Resistor positioned over the device. The Touchscope is based on the Arduino platform and uses easily available electronic components so it's easy for any electronics hobbyist to replicate. The specs and code will be released soon.

With that, let’s get into our first release: TouchMarks I.

TouchMarks I

For TouchMarks I, we decided to measure and reveal the minimum response times of flagship smartphones from top manufacturers. Are Apple’s touchscreens more responsive than Android devices as Apple lovers claim? Or does Samsung save its best displays for its own use?

Using a combination of high frame rate cameras capturing at 240fps and custom Agawi hardware (pictured above) , we can accurately measure the App Response Time (ART), which we define as the latency from the time the user feels that they’ve touched the device’s display to the time the user sees a response on the screen. For TouchMarks I, we wanted to measure the minimum response time an app developer could expect on various devices. We built simple, optimized apps to flash the full screen white* as quickly as possible in response to a touch. The apps contain minimal logic and use OpenGL/DirectX rendering to make sure the response is as quick as possible. Since these are barebones native apps doing nothing more than filling the screen in response to a touch, this benchmark defines the Minimum App Response Time (MART) a user could experience on a mobile app on each device.

 Here are the results:

touchmark_graph_1rev

As you can see, the results are remarkable. At a MART of 55ms 72ms, The iPhone 5 is twice 1.5X as responsive as any Android or WP8 phone tested. All the Android devices’ MARTs fell in the same 110 – 120ms range, with the WP8-based Lumia 928 falling into that bucket as well. (Incidentally, the ranges all span about 16ms, which is expected given the 60 Hz refresh rate of these smartphones. 1/60s = 16.6ms)

There are several possible reasons for this. Since touchscreen hardware has significant latency itself (check out this video from Microsoft Research for a visual demonstration), our best guess at Agawi is that Apple’s touchscreen hardware is better optimized or more sensitively calibrated for capturing and processing touch. Another possibility is that while the Android and WP8 code are running on runtimes (Dalvik and CLR respectively), the iPhone code is written in closer-to-the-metal Objective-C, which may reduce some latency. In future TouchMarks, we’ll compare C/C++-based Android apps to Java based apps to determine if this is the case.

Regardless of the reasons, the conclusion is clear: the best written apps on iPhones will simply feel more responsive than similar apps on the current gen of Android devices. (We speculate this might be a major reason why the iPhone keyboard generally feels better than the Android keyboard to many people.)

Most developers are unaware of this latency inherent in touchscreens, leading them to often dramatically underestimate the end-to-end latency of their apps. For example, if the app is calling out to the network to respond to a touch event, achieving an end-to-end latency of under 80 milliseconds is unrealistic (not even counting app processing time), even on an iPhone. Our suggestion is to add the device’s MART score to the app’s internally calculated response time to approximate the app’s end-to-end latency.

In this TouchMarks report, we explored the Minimum App Response Time –  essentially the best an app could possibly do. In future TouchMarks, we’ll look at how device latencies have changed over time (including benchmarking the new 5C and 5S) and the actual response times achieved by a few apps on these devices. Stay tuned…

*Theoretically we might be able to do better by only filling a small portion of the screen. However, we felt filling the full screen is more representative of a typical app use case, which might involve panning and shaders (in games) or screen transitions (in apps). We might explore the fill rate’s effect on latency in future reports.

Special thanks to Tim English at Stanford for consulting and checking our work on TouchMarks.

UPDATE: In preparing for our TouchMarks II release, we discovered an optimization in our iOS test app that was not present in our Android or Windows Phone test apps. To keep the benchmark consistent across all devices, we have removed the optimization from our iOS test app and updated the iPhone results and graph in this post to reflect the change. We’ll be exploring the effect of the optimization in a later post. I apologize for the error.

 

123 thoughts on “TouchMarks I: Smartphone Touchscreen Latencies

  1. “the conclusion is clear: the best written apps on iPhones will simply feel more responsive than similar apps on the current gen of Android devices.”

    In order to claim that you need evidence that such differences will be perceived. Wouldn’t be surprised to learn you are wrong about that. We’ll ignore that you have uncontrolled influences in your testing for now.

    ” (We speculate this might be a major reason why the iPhone keyboard generally feels better than the Android keyboard to many people.)”

    No one should confuse you for scientists. You have an agenda and preconceived notions.

    1. Having been working on latency problems for a while now, we know from experience that those latency differences are noticeable, especially when you add in more complex app logic and rendering. You’re correct in that we didn’t elaborate on that point in this post, but we do plan to in future ones. I’m interested to hear what uncontrolled influences you’re talking about. If there’s something substantial I can rerun the benchmark and try to control for it.

    2. A quick Google search shows that many articles that compare iOS devices to Android devices conclude that the iOS devices tend to feel snappier. I don’t understand why people get so defensive about their phones. As long as you are happy with your phone, why do you care what metrics come out for it? Apparently they are open-sourcing the tools required to generate these metrics, once available why don’t you perform the measurements yourself?

    3. “In order to claim that you need evidence that such differences will be perceived. Wouldn’t be surprised to learn you are wrong about that. ”

      I can tell the difference between 10ms, 50ms, 100ms, and 150ms latency in first person shooters. Telling the difference in touch latency is very simple, clear as a bell going between a GS4 and an iPhone 5.

      Quantifying what has been apparent for years seems to bother you a lot. Maybe its you that needs to think about you own bias clouding objectivity.

    4. There’s good evidence that latencies in excess of 100ms affect voice communications and many other common sensory interactions. It’s not a stretch to speculate that it would affect other common sensory interactions like perceived touch responsiveness.

    5. Nice point craigsj … It seems that the authors are technically bias to Apple products maybe to gain more audiences? Where is the actual video of how your test was done? Just by looking at the picture above I can tell that there are already many discrepancies..

      I don’t see the point why people would believed in this kind of immature lab experiments.

    6. @craigsj . With regard to perceived latency, we are working on an app where accurate timing is critical to the proper functioning of the app. On iOS we have it working great, on android we are contending with high audio latency + high touch latency. It virtually makes the app not doable on android, without some fairly hacky latency subtractions.

      We need to be able to measure a touch to within 200ms of an audible cue. With audio latency of 100-400ms and touch latency of >100ms you can see the problem.

    7. The goal of this test is to confirm whether the perceived lag in Android devices is really there, or just simply a subjective experience of iOS users. So providing evidence that the lag was percieved by users is not necessary (but it would add value to this research though).

    8. The difference is easily perceived on musical applications, it’s a evidence.
      Maybe not on a step sequencer but its a evidence when the user okay in reel time.

      Playing music on OIS is allready problematic but somehow possible.
      On android you cannot play music since the latency is too big.

      Touchmarks seems a very interesting tool when short MART is required.

    1. Yes absolutely, we just want to make sure we do it right so it might take us a few weeks. Ideally in addition to publishing source and schematics, we’ll have a place where people can upload their results as well so we can get more devices added to the benchmark.

  2. Interesting selection of phones for Android. None of the phones run stock Android. Have you considered adding a Nexus 4, or other stock phone to the mix? To see if there is a difference in just hardware or also the bloatware of each phone? Are these phone running clean out of the box, or are there background processes giving problems? Have you enabled airplane mode, and disabled the modems to see if there is latency in result to those aspects?

    1. Hi Adam,
      We picked flagship phones from each manufacturer that we had available to us- unfortunately we didn’t have a Nexus 4. The Moto X is pretty close to a stock Android experience though (and it’s actually my personal phone, contrary to most people’s belief I’m an iPhone user now).
      We did kill the background processes, but didn’t put the phone into airplane mode. It’s an interesting theory though, I’ll test it on a few devices and see if there’s a difference.

  3. What is the response time and jitter for your photoresistor? I once built a similar setup, and screwed myself by using a photoresistor that had a way-too-slow response time…

    1. The data sheet on the photoresistor lists a 40ms rise time, so we were worried about that too. However, putting the comparator in there means that we don’t have to hit the full 60% rise before triggering the Arduino input (we trigger it much earlier).

      We tested this multiple times by recording the tests with our high FPS camera and looking at the time between when the screen lights up and when an LED (which signals the Arduino capturing the output time) activates. On every test, there was no more than a 1-frame (~4ms) delay. We did something similar with the FSR and also looked at the overall time as captured by the camera and found that we were within 1-2 frames every time, so we’re pretty confident in this set up.

      We’ll be discussing these tests and exactly how we calibrated when we release the schematics and software for the Touchscope.

      Also, I have to give credit to our EE consultant Tim for coming up with the comparator idea.

  4. You do know that Lumia has high sensitive touch screen? You do know that it has adaptive touch calibration? You do know that you can actually set touch sensitivity in settings? You do know that if you set touch sensivity to normal, like in other phones your readings might be different? And what about consistency? I’m sure that someone else would like to see table that shows amount of meterings and is result consistent. That is at least you can provide.

  5. Truth is when you’re using your phone your airplane mode is not on and the background processes are still running. Your phone should respond well in the midst of all that. But it reall doesn’t matter if the latency is better or not. If you love your phone you love it. And you love it for many reasons. So even if it has a flaw you over look it. But all smart phones have flaws. Including the iPhone. Just for me (and I’m sure android lovers would say the same about their phones) the iPhone’s flaws are easily over looked because it’s the best phone I’ve ever used. And I’ve used and tested everything but blackberry. iPhone got it right the first time. Everyone else was playing copycat and catch up. So now all the phones on the market are pretty good. Measures and numbers therefore shouldn’t upset you. It’s factual data. So what. Do you love your phone less because of it?

  6. Just a theory, but maybe the edge in latency has more to do with the capacitive touch screen being attached to the glass on iPhones while pretty much all androids have a gap, however miniscule.

    1. Almost all high end Android phones since 2012 have the touch layer fused with the glass. That includes all the Android phones in this test and many more like the One X, GS3, LG OG, Nexus 4 from 2012. You’re probably talking about cheaper/older Android phones. LG and Samsung make the displays/touchscreens for Apple, so it’d be really odd if their own devices didn’t use the same. Hardware is not the issue here. Software is.

      I’m an Android user and also an audio engineer+producer. I know first hand how bad latency on Android is. It does not affect daily usage but it definitely sticks out like a thorn when it comes to realtime apps such as midi controllers and synths. For audio apps, I use LivKontrol and TouchDAW on a Nexus 10 and LivKontrol and TouchOSC on an iPad 3. The difference in response is pretty noticeable.

      Having said that, Android is getting a lot of work done in the audio latency department and the next version will have major improvements with an option for a realtime kernel. Once that arrives, I’m sure Agawi would do the tests again.

      1. Audio latency is one aspect which is completely separate from what they’re talking about here but it does highlight something no one talks about…that the relatively small audio latencies that the nexus devices have is far below the latencies introduced by the touchscreen (even including ios).
        This suggests to me that musicians ears aren’t as good at detecting lag as has been thought, or that 100ms, or so, isn’t too high.

  7. As an Android developer, I’m glad that you’ve produced fact based evidence of the responsiveness issue on the platform. Many of us have tried to raise the issue to Android UI framework engineers but they have never acknowledged it as such. I hope that your initiative will make them willing to address it.
    In order to make your benchmark stronger, you may consider declining it into various usual UI configurations :
    - keyboard input
    - object moving
    - list scrolling

    Keep up the great initiative !

    1. As an hardcore Android user, I could not agree more about needing better keyboard input. I do feel the difference when typing on a friends iphone.

  8. When do you expect to release the source code? Honestly it seems irresponsible to release results such as these having absolutely no one vetting if what you’re doing is fundamentally wrong.

  9. Aside from the iPhone, are all of those devices qualcomm? I believe the One, S4, Lumia and X are all Snapdragons. If so they would be running the touch interface and likely the same qualcomm driver regardless of phone and OS. That might explain the extremely similar results between Windows and Android in spite of the very different software.

    Results from a Samsung or Nvidia CPU might be very interesting.

    Regarding rise time on the photosensor, low cost PIN photodiodes often have sub-microsecond rise times if you’re concerned about that. However, as the LCD module and display subsystem likely has 2+ frames of latency (>33 ms at 60 Hz) I’m not sure its a serious issue. Your sensor is likely much faster than the screen anyway.

    1. Both great points. We actually also tested the Samsung Galaxy Nexus which is a TI OMAP and found a mean of 114ms. (We didn’t include the results here since that’s no longer a flagship phone) We should definitely try the Samsung and Nvidia chips too.

      1. Your results inspired me to duplicate your experiment. I used a fast photodiode and consistently got:

        117 ms +/-5 on the Galaxy Nexus, so very good agreement with your results.

        Next I tried a Tegra 3 device (Nexus 2012) and got 115 ms. So the results would seem to be quite consistent on Qualcomm, TI and Nvidia hardware.

    1. Unfortunately probably not any time soon. The reason is we don’t have an BB programmers right now, so we’d have to train someone on it to make sure we get the best response time possible out of the app. As a startup, we just don’t have the manpower to spare right now.
      One our engineers might take it on as a side project though, in which case as soon as we get a phone we’ll do the benchmark.

  10. Android and Windows Mobile were not originally designed for full touchscreen use, they had keyboards for text input and the touch was as a replacement of the mouse cursor to point and click. We are forgetting that Android didn’t even have pinch-to-zoom fully enabled until 2010! Apple designed their whole iOS around the multitouch interface and making sure hardware and software respond to the touch gestures quickly.

  11. It would be nice if you upload the source code of the apps to github or something like that?

    Also +1 about the Lumia touchscreen sensitivity setting, I have a Lumia 820 (which is a mid-end smartphone) and an iPhone 4S (primary phone) and haven’t notice a difference about the touchscreen lag.

    1. The touch latency stuff mentioned there is specifically noted as being from before 4.3, so it would be reflected in the tests presented. 4.3 does introduce a bunch of drawing optimizations, but they’re all about more efficiently using CPU/GPU cycles, so I don’t think they’ll have much impact on latency. This matches my experience using 4.3 on my Nexus.

  12. What a waste of time.
    I wonder how much milliseconds Lumia users did already lean back since simply having picked up their phones from the Qi chargers while the appleboys still had to fiddle with unplugging ther old style wireless chargingcable.
    What counts is what one archived throughout the whole day, not within some 100 microseconds.

  13. A suggestion: maybe compare an android phone with both stock and non-stock variants. Like a HTC One and a HTC One Google Play edition, to narrow down if there’s any purely software difference.

    1. gnrifle: No, the HTC One they listed has a brilliant LCD screen, one reason why if I were to switch away from iOS the HTC One would be my device of choice. The color accuracy on the OLED samsung devices, to my eyes, is just terrible.

      I worked in the hitech department of a music store for years, and latency was a topic of constant discussion. Windows was useless for audio work out the box without a 3rd party audio interface to reduce latency with special drivers that would talk to the software and bypass windows itself entirely. A musician needs to (for example) trigger a note in a keyboard, and that input makes the computer generate a sound which is played out through the sound card and speakers. It needs to feel responsive like you’ve actually played the note. OS X and iOS both have this extreme low latency built in, windows and android still don’t. This isn’t touch screen latency but end-to-end audio latency. The responsible audio layer in iOS and OS X is called CoreAudio. Steinberg’s (audio software maker) audio system for bypassing latency in windows is called ASIO.

      Anyway, but irrelevant to the discussion here except that Apple puts a hell of a lot of insane focus on very minute details which others don’t bother with. Sometime these details are really important for some users.

  14. Are you sure that UIkit is ditched completely? Low latency is essential in touch music instruments, and many apps have achieved way lower than 50ms latency even in the first iPad models. Of course, it is possible that the iPad has faster touch latency by design, as you have only published the iPhone results for now.

    Audio software developers have wrestled with the latency for years already, here is one quote: “The hardware seems to impose a speed limit of 12ms, just to get the touches to the OS. Then audio engine render a response within 8ms. Then add other overhead. Almost 30ms.” Source: https://groups.google.com/forum/#!msg/open-music-app-collaboration/-Bdh0NftUQM/2fvS6pIoDl4J

  15. So how about testing with a microphone (better yet, connect a comparator directly to the audio output) instead of a light sensor? This would give useful input to music app developers.

  16. Julian Hirsch was an audio equipment reviewer for Stereo Review back when testing standards for audio reproduction were just being developed. He noticed that once a standard was created the next generation of equipment would always score much better than the existing generation.

    I think you guys may have just guaranteed that Android vendors will start focusing on touch latency.

  17. So where is the detailed methodology to support these numbers? Are you measuring initial touch (tap) latency or continuous movement (scroll) latency? In practice, the latter is more significant to the user experience.

  18. Would be very interesting to see these tests run on the google play devices like the nexus4, s4 and the one with 4.3 installed…
    Never the less great work by you all….
    Looking forward for more results…

  19. good post !!
    I would like to share my experience about the smartphones and the touch quality.
    About four months ago, I bought a android smartphone and its touch is simply superb and According to me, my phone is the Best Phone in the market in terms of touch quality.

  20. I guess I get or accept the point for apps feeling more responsive. But as far as keyboards and typing goes, now that I’m used to using my Swype style Google keyboard (Nexus 4), I simply CANNOT STAND to use the keyboard on my IPAD retina. It’s like going from a car to a bicycle: once you know the “easy” way, you really hate the “hard” way.

    So the hardware on my Nexus 4 may be substandard compared to the IPhone 5, but I can easily input text at…. at least twice the speed of the Apple product. And with less mental effort overall.

    That’s a huge deal for me. The Apple input is so frustrating, I could not go back to the Apple product.

  21. Uhm, this quote makes me nervous: “*Theoretically we might be able to do better by only filling a small portion of the screen. However, we felt filling the full screen is more representative of a typical app use case, which might involve panning and shaders (in games) or screen transitions (in apps). We might explore the fill rate’s effect on latency in future reports.”

    I know for a fact that on Android drawing at 60hz is not a problem. I mean, not a problem at all, clearing the entire screen and drawing text even. 60hz equals a frame time of less than 17ms. This would not change the benchmark much even for the iphone case, which I have to say is not that good. I think a time of ~2 frames should be doable, ie. around 33 ms or so.

    1. there are a few factors:
      -touch sensor polling period and processing time: 10ms total maybe?
      -software: a well-designed double-buffered system would add only a single frame of input lag. proper triple-buffering could reduce it further, but that maybe affects battery life if the gpu runs at higher than 60 fps. anyway it’s an additional 16.7ms at least.
      -lcd input lag and response time: roughly another 5-10 ms
      -lcd refresh: additional 0ms at top of screen and 16.7ms at bottom.

      so 30ms would be about the limit.

  22. a few comments:

    1.
    “*Theoretically we might be able to do better by only filling a small portion of the screen.”
    as far as rendering time is concerned, it doesnt matter at all because of vsync. glClear probably takes <2ms anyway

    one thing though is that the top of the screen is updated first so that area will respond 16ms faster than the bottom. I'm sure you guys have observed that if you have a high-speed camera

    2.
    http://www.digitalversus.com/mobile-phone/new-touch-responsiveness-test-results-21-smartphones-tablets-n29229.html

    http://www.lesnumeriques.com/telephone-portable/test-reactivite-tactile-sony-xperia-z-bat-gs4-n29354.html

    digitalversus/lesnumeriques also did similar tests and found the iphone 5 to have 75ms lag, though i do not know about their testing methodology. it seems they consistently get ~20ms higher numbers.

    3. the galaxy s4 is kind of weird.
    see
    http://www.lesnumeriques.com/telephone-portable/samsung-galaxy-s4-p14727/reactivite-tactile-booster-galaxy-s4-pour-approcher-iphone-n29342.html

    I don't read french but basically it's saying you can change some settings of the s4 to decrease the latency.

    4. which iOS did the iphone 4 use? I'm pretty sure that an iphone 4 on ios 4 is more responsive

    1. 1. Agree – Filling a portion of the screen or the whole screen doesn’t matter on any of the devices we were testing (we tested this as well and the numbers are the same). It’s theoretically possible though on low-end devices for it make a difference, so I just wanted to call out that we were standardizing on the full screen update.
      The screen does update from top to bottom or from bottom to top. We put our sensor right in the middle of every device to keep it consistent.

      2. Interesting that their numbers are consistently higher than ours. I can’t explain it without knowing their testing configuration. I do know that our measurements are consistent with what we see with a high fps camera and I’ve benchmarked our Touchscope against a frequency generator and found it to be very accurate.

      3. Yup, we plan to play with these settings on the S4 and the Lumia devices and see how they affect things. Our current test is for the out-of-the-box configuration.

      4. The iPhone 4 had iOS 6.1.3. We tested it again after updating to iOS 7 and found no difference. We didn’t have an iPhone 4 with iOS 4 handy though.

      1. lesnumeriques updated that page with data from other phones/tablets.

        they say that the nexus 7 (2013) has 175ms latency, but i measured roughly 90-100ms latency when dragging things around on my n7, using my iphone 5 +slopro for 60fps videos.

        compared to the n7, my iphone 5 has roughly half of that and for sure way less than the 75ms reported by lesnumeriques/digitalversus.

  23. Just wondering if you guys enabled the High Sensitivity setting in the S4 before the test. Every measurement I have seen of the S4 has been between 100 and 150ms but I was just curious. I’d also be curious about the new Note 3 coming out.

    This is a very important thing you guys are doing. Touch sensitivity will make or break a phone experience for me.

    1. I’m also interested in the touch sensitivity of Windows phones some of which I find to be just as fluid if not more so than IOS. Any response to the above 2 questions would be greatly appreciated.

  24. fabulous work on touch screens i m looking for these kind of tests from 2 years.
    Recently Lg had announced that they added 2 sensors to the flagship phone LG G2 touchscreen. I will be glad if you post the results of lg2

  25. I made my own experiment on my Galaxy Nexus JellyBean 4.3., Samsung Galaxy S2(JB4.1/Gingerbread), and LG Optimus G Pro
    http://forum.xda-developers.com/showthread.php?t=2461317
    And the result : [85ms].

    I used push button & conductive flim instead of the force sensitive resistive.(I thought I have one, but i couldn’t find)
    Although My device were rooted, Fancy kernel flashed(the other settings(clock, voltage, governor etc) were same as factory.), these result is worth think again about 4.3′s optimization.

  26. I’m here too correct some wrongs…
    I use an HTC one x with android 4.3 and the delay IS NOT 120 ms as the delay I get on a tap to sound test is around 110 and we all know sound is laggy on android and the fact that the haptic feedback comes as twice as fast I would say the touch delay is about 60-80.
    And yes iPhone 5 is a little bit snappier and no the iPhone keyboard is bad. Try Swype once and theviphone will seem to you like carving on rocks…
    In short the touch delay is not that bad compared to the iPhone.

    1. You say that the iPhone keyboard is bad but to me it seems to be great. When you press a key it feels like it instantly responds (even though there is a very small latency). However if you try the android keyboards you can actually tell that there is some lag since it doesn’t feel like its instant as with the iPhone.

      1. True story. Anyone who hasn’t spent time on iOS devices wouldn’t know better. These are the people vehemently denying there’s a latency problem on Android.

  27. I’m a long time iOS user, and I’ve also owned several Android devices over the years. The touch latency on Android has always been very apparent to me, but so far I chalked it up to the mid-tier devices I’ve owned. Recently bought a 2013 Nexus 7. Same thing. This is very easy to prove to oneself with an Android device that has those permanent capacitative buttons. Just test the latency on those with the onscreen buttons.

  28. So Iphone 5 is almost 33% slower than you guys said in the first installment (before the correction). I wonder if all the tech sites will pick that up.

    Still a worthwhile benchmark though.

  29. Why only test touchscreen latencies? My galaxy S2 phone often misses a touch completelly, ie the touch is not even registered. Another problem is precision, when writing a text and you want to correct a miss spell and place the cursor exactly infront of that letter, it ends up some other place.

    1. I would like to see what android and ios versions were your test subjects running . Also what difference does it make when you upgrade/ downgrade the os versions.

      Thetes a note below the article about this issue.

  30. Well you can not really trust those measurements

    A 60HZ screen should generate at least a 16.6ms error, even if the underlying OS always reacts at the same time.
    Your data table shows less error than that in two measurements.

  31. As a technology platform focused on low-latency streaming of apps from the cloud to mobile devices, Agawi’s 15 person team has been thinking, breathing and dreaming response time (also known as latency) on mobile for the last 3 years. Since every few milliseconds of latency reduces the responsiveness of the app being streamed, we have focused on relentlessly identifying, measuring and eliminating latency to make streaming applications to mobile devices as responsive as possible.

  32. that is bullcrap…
    using a simple htc one x i got tap to SOUND latency of about/less then 90 ms!!!!
    i tested it with a mic that records my physical tap sound and the sound that the phone outputs and measured it using audacity and the sequence between the START of my tap sound and the start of the phone sound was around 100 ms and that was in android 4.2-4.3.x
    now that i have kitkat the sound is even better in drumpads 24 and realdrums.

    also the nexus 4 and 5 running kitkat has noticabely better touch performance then any device i’ve seen(especialy the 5)
    and update your post the samsong galaxy note 3 scored a 67ms touch score
    and most tests shows the iphone 5s to be 75 ms.

  33. Hmm is anyone else having problems with the pictures on this blog loading?

    I’m trying to determine if its a problem on my end or if it’s the blog.
    Any feed-back would be greatly appreciated.

  34. When testing the HTC one at Verizon the response of the touchscreen keypad was extremely fast but the one I bought and have updated is extremely slow – think remington typewriter in typing class I. My Galaxy 3 is extremely fast as is my IPhone 3 so have no idea what is going on with the HTC???

  35. I would like to see what android and ios versions were your test subjects running . Also what difference does it make when you upgrade/ downgrade the os versions.

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