3 ms·
What absolutely everyone is measuring today in games is motion to photon latency, with the help of a high-speed camera. This is the only thing that actually mat
by orbital-decay 4y ago
What absolutely everyone is measuring today in games is motion to photon latency, with the help of a high-speed camera. This is the only thing that actually matters, along with motion-to-photon over network (with RTT measured separately), so you can tell how well both client-side and server-side parts are optimized, how high the server tick rate is etc. For the server part, different actions such as movement or attacking could even have wildly different latencies, depending on how it's implemented in the code.
The most responsive games achieve sub 30 ms motion to photon locally, with proper hardware.