>Drawing is one of those things that has felt awful on iOS devices to me.
Compared to what, since, according to TFA they have the smallest touch latency?
Perhaps you haven't tried the right apps. Most drawing apps (including major names, like Autodesk's) have slow-ass drawing code. Heck, some painting apps are even slow on my iMac (Corel Painter, ArtRage).
That's not because of "touch latency" though. It's because of slow draw engines. And I say that, because I've seen apps with very fast responsiveness.
Try Procreate ( http://procreate.si/ ), which uses the fastest engine I've seen (specially coded in OpenGL and 3D-accelerated). And check the artwork created with it by some of the community users (there are 2-3 videos on their site it's AMAZING).
Two other apps I found fast (but not as fast) are: Ideas, by Adobe, and Paper.
Paper, dude(tte)! The analogue, lowercase-letter kind. :)
Paper and Procreate are excellent apps, but the input lag is very noticeable on my iPad 3; if you move your finger really fast and stop, you can see that it takes a short amount of time, before the drawn line catches your finger.
It wasn't long ago that dead-tree books were preferable to tablets, before Retina was a thing. And you could still argue print books are preferable.
Sometimes, the best Technology can achieve is the bar set by the non-digital world, and until then, it's going to feel grating to pedantic curmudgeons like yours truly. :)
+++
EDIT: A closing thought. The highest bar is always human perception:
(1) The optimal FPS for a videogame is, to my knowledge, 60.
(2) The optimal display resolution for a reading device is, TMK, ~326 PPI (Retina).
That is the goal. Anything lower than that will stick out and annoy people like me. Anything higher is not for the engineers, but the marketing department.
The "catches your finger" thing may be input lag, but it much more often is amateur level coding, it seems to me.
One of the first things you learn if you try to do a simple drawing app on a slow machine (think Commodore 64 or similar early 80's 1-2MHz computer), is that if you try to process every position change, you will lag badly.
First rule of doing a decent paint app, is to decide how large deltas you can accept between each position where you actually draw, and drop events accordingly. Small delta, and you will lag; high deltas and you either need to draw lines or will get "dots" instead of a continuous line, but your lag will be limited to that of the input device. Even an early 80's home computer can give you "lag free" painting this way, at the expense of precision if you do large, very fast movements over the screen.
This is "paint app writing 101". Yet a lesson that seems to have been lost on most people writing paint apps these days, possibly because they've become accustomed to computers fast enough that they're no longer constrained by it.
I don't know about iOS, but I do know from observation that out of 30+ draw/paint apps I've tried on Android while trying to find one I'd actually be happy to use (I did not find any; I'm picky), it is obvious that this is the problem for the vast majority of them for the simple reason that there's a huge spread in observable lag for them, and so even if we assume the fastest of them are limited by input lag, the extent of the lag on the majority of them will then still be down to crappy coding.
(the quality of paint apps for Android is just beyond awful in general; don't know about iOS)
As much as I love my iOS devices, they still have MASSIVE latency compared to my Wacom tablet. There's just no comparison. I guess the touch processing had a lot of overhead.
Touch processing adds somewhere in the ballpark of 15-45ms of latency depending on the technology used in the screen and the quality of filtering in the touch controller. Anything about ~20ms of latency (total from touch to display) is perceivable by humans, is usually a good approximation for noticable increases or decreases in latency (i.e. shaving off 2ms doesn't really matter, but shaving off 15-20 will be noticeable).
> Compared to what, since, according to TFA they have the smallest touch latency?
Drawing apps can easily end up with significantly higher latency than the baseline if they aren't careful with how they do input smoothing and such. It's really easy to get that wrong and bloat your touch latency.
Compared to what, since, according to TFA they have the smallest touch latency?
Perhaps you haven't tried the right apps. Most drawing apps (including major names, like Autodesk's) have slow-ass drawing code. Heck, some painting apps are even slow on my iMac (Corel Painter, ArtRage).
That's not because of "touch latency" though. It's because of slow draw engines. And I say that, because I've seen apps with very fast responsiveness.
Try Procreate ( http://procreate.si/ ), which uses the fastest engine I've seen (specially coded in OpenGL and 3D-accelerated). And check the artwork created with it by some of the community users (there are 2-3 videos on their site it's AMAZING).
Two other apps I found fast (but not as fast) are: Ideas, by Adobe, and Paper.