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1. judge2+(OP)[view] [source] 2021-02-08 21:22:49
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

replies(1): >>george+X5
2. george+X5[view] [source] 2021-02-08 21:54:19
>>judge2+(OP)
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.

replies(1): >>judge2+r9
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3. judge2+r9[view] [source] [discussion] 2021-02-08 22:11:56
>>george+X5
I was commenting on how the TV can add latency/'display lag', not that it only shows a frame every 100ms. TVs have gotten much better[0] but input lag can be high with cheap TVs sold 5-10 years ago.

0: https://displaylag.com/best-low-input-lag-tvs-gaming-by-game...

replies(1): >>george+rf
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4. george+rf[view] [source] [discussion] 2021-02-08 22:42:21
>>judge2+r9
That makes more sense. I am sorry I misunderstood and thank you for explaining.
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