Source please?
I have produced / designed / managed a few AAA games in my life and none of them had a 200ms latency between when you pressed a button and something happened on screen. That delay would be horrible for a fighting game or a driving game. How are you even defining "something happening on screen"?
Let's suppose you are right, that there is a longish latency between when your input is polled and when the game systems fully react. That happens to some extent in RTSs, because changes in the game state are synchronized. But in that case the delay isn't going to hide the network latency, it is going to be added on top of the network latency.
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.
Found an article from a few years ago: https://www.gamasutra.com/view/feature/3725/measuring_respon...
Not all games are that bad, especially these days. And your overall point is correct: adding even a little bit on top of that already horrendous latency is going to be noticeable by players.
0: https://displaylag.com/best-low-input-lag-tvs-gaming-by-game...
200ms, while possible, is far from "most AAA+ games", as OP stated.
Sure, there's people that play on lowest-end consoles, on a crappy LCD TV with game mode disabled, but let's not consider that the norm for all players/all AAA+ games, and I'm going to need hard sources showing whether those worst case environments get even close to triple digit latencies.