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Comment by judge2020

5 years ago

They might be talking about engine delay (ie. frame times/framerate) but i've moreso seen delays of 100-150 milliseconds deemed acceptable by people playing console games on an old flat screen TV that doesn't have a low-latency mode available, and I haven't really experienced this on anything other than consoles since even cheap PC monitors tend to have <10ms display lag[0].

0: https://www.amazon.com/dp/B015WCV70W

You probably know this 100ms = 10 FPS. What kind of display shows video at less than 10fps? Game engines aren't always synced to frame rates, particularly simulations. But a simulation that updates every 0.1s isn't great for fidelity.

A 30 fps game could go through a complete loop, updating everything: object positions, inputs in 33ms. At 60 fps assuming everything is synced to frame rate that would 16 ms.

I was asking for the commenter's source of information so I didn't have to guess what he or she meant. It's possible to make a game that doesn't respond a user's input in less than 200ms, but why would you? You don't need to be making a technical tour de force to respond in 16-33ms.