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Kapitel 1

Screen Delay

Seltsame Reihenfolge


Leader: Odds (auch bekannt als 1er) sind immer der ursprüngliche Line Leader.
Welle: Gehen Sie bei Wellenbewegungen immer nach links, sofern nicht anders angegeben.
Tier-Linien: Wenn Sie auf Tier-Linien schneiden, gehen die Quoten auf die weitere Tier-Linie.
Faden: Bei Fadenbewegungen immer den ersten Versuch machen, sofern nicht anders angegeben.

1.

Screen Delay

SCREEN DELAY
How it Works

Screen delay affects every aspect of dressage.

Screen delay is the delay in SSO servers outputting information from other screens to yours.

 

There are three fundamental rules for screen delay:

1. You will see everyone on SSO in a delay.

2. Everyone on SSO will see you in a delay.

3. You can not see your own delay.

Screen delay is why there are many methods in dressage; these methods are used to combat screen delay and ensure that every rider is where they need to be on the Commander's screen. Such methods are gaps, alignments, timing, etc.

Screen delay is the reason why you always see yourself go first when a move is called, why the person behind you always seems far away, and why you can only see yourself doing gaps and alignments.

Two Worlds

Screen delay can be described as two different worlds:

the commander's world and the rider's world.

The "two worlds" metaphor is to help riders understand how impactful screen delay is. Dressage will look entirely different from the rider's point of view versus the commander's point of view; what the rider sees versus what the commander sees are two very different things.

 

Both the riders and the commanders must be able to fully understand screen delay and its effects in order to communicate efficiently during dressage. An experienced rider should be able to envision what the commander is seeing and an experienced commander should be able to envision what the riders are seeing.

Commander's View

This video demonstrates screen delay from the commander's point of view. The video uses jumping as an example of how screen delay works.

On the rider's own screen, they are seeing themselves jump once they reach the base of the fence - however, on the commander's own screen, they are seeing the rider's jump a stride or two before the base of the fence and therefore are cutting through it.

commander pov

Learn more about Commander screen delay by visiting Chapter 2!

Rider's View

This video demonstrates screen delay from the rider's point of view. The video uses jumping as an example of how screen delay works.

On the rider's own screen, they see themselves jump once they reach the base of the fence - however, anyone else looking at the rider will see them jump a stride or two early and therefore jump through the fence.

rider pov

2.

Factors of Delay

FACTORS OF DELAY
Timing

Screen delay affects everything in dressage. Imagine that in everything you do, others will see you do it in a delay (a moment later).

Listed below are explanations of how screen delay affects different aspects of dressage.

Arena Timing

Arena timing refers to rider lines or partners being synced in timing. Many aspects can effect arena timing, such as veering, go timing, moves, corners, etc.

Good arena timing would mean that two rider lines or partners are meeting a center point at the same time on the Commander's screen. Late arena timing would mean the two rider lines or partners are not meeting the center point at the same time on the Commander's screen.

Go Timing

Go timing refers to the timing at which go is called and when the riders begin the move.

From the commander's point of view, the riders will begin the move called 1.5 seconds after go.

From the rider's point of view, they should always see themselves doing the move first, before all other riders in line.

Markers

Due to screen delay, the commander will see the riders reach sandlines or markers differently than how the rider sees themselves reach the sandlines or markers.

See Chapter 2 - Commanding Methods for an example of how screen delay affects markers.

Halting

When a rider halts, the other riders and commander will see them halt after they actually halt. 

When performing a halt set, each rider should base the timing of their halt off of the second rider ahead of them (anticipation) and not the rider directly ahead.

The commander will often see the riders slide to a halt, this is because of screen delay.

Pivoting

Due to screen delay, on the rider's screen they will see themselves finished pivoting but on other rider's screens and the commander's screen - they will finish pivoting a moment later.

Gaits

The speed of a rider will affect how much of a delay they have. Each gait has a different spacing of delay, walk being the smallest and gallop being the largest.

 

This is why whenever two riders race each other, each rider typically thinks they won because on their own screen, they were ahead of the other rider - but in actuality, they were 4-5 horse lengths behind where they saw themselves.

Go Timing Example

On the rider's screen, they should always see themselves begin the move first, before all other riders.

Once "go" is called, each rider should be the first to do the move on their own screen - this means the rider has good go timing. If the rider is seeing themselves begin the move at the same time or later than the other riders, their go timing is most likely late.

On the commander's screen, good go timing would mean all of the riders started the move at the exact same time. In terms of call and screen delay, the commander will see the riders perform the move 1.5 seconds after the commander said go.

commander pov
rider pov
DELAY SPACINGS

3.

Delay Spacings

Speed Differences

There is one main factor that alters how screen delay affects dressage: speed.

A rider's speed (walk, trot, canter) will change how far the delay is.

Screen delay varies depending on the speed of the rider.
The faster a rider is going: the greater the screen delay difference.

 

At a walk, the rider will be around half of a horse length + character spacing ahead on their own screen. On other riders' screens, they will see that rider half a horse length + character spacing behind where the rider sees themselves on their own screen.

Diagram Key

In the following diagrams, specific lines represent different distances.

Character Spacing (CS) refers to an SSO character-sized gap/distance.

Half Horse (HH) refers to a half of a horse length distance.

One Horse (OH) (or full horse) refers to one horse length distance.

Walk:

Around half of a horse length + character spacing difference.

At a walk, the delay is half a horse length + character spacing difference. On your own screen, you will see yourself half of a horse + CS ahead of where everyone else sees you on their own screen.

Trot:

Around one horse length + character spacing difference.

At a trot, the delay is a full horse length + character spacing difference. On your own screen, you will see yourself a horse length + CS ahead of where everyone else sees you on their own screen.

Canter:

Around two horse lengths + character spacing difference.

At a canter, the delay is two horse lengths + character spacing difference. On your own screen, you will see yourself two horse lengths + CS ahead of where everyone else sees you on their own screen.

Screen Delay Difference Demo

The videos below demonstrate trot screen delay from the Rider's POV and Commander's POV.

 

On the rider's screen, they are a character spacing ahead of their partner, but on the commander's screen, the rider is side-by-side to the other rider.

rider pov
commander pov
learn together!

A great way to teach riders and commanders the effects of screen delay is to film dressage practices or routines and watch the video together. This actively shows both the riders and commanders how different dressage looks from the rider's point of view versus the commander's point of view!

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