3 ms·
In FPSes in particular, every millisecond of latency typically translates into peeker's advantage due to how lag prediction works. Or sometimes disadvantage, in
by orbital-decay 4y ago
In FPSes in particular, every millisecond of latency typically translates into peeker's advantage due to how lag prediction works. Or sometimes disadvantage, in the netcode that is poorly implemented or optimized for poor connections. It also depends on the movement velocity.
In games with really bad netcode it can get ridiculous, influencing the entire gameplay - for example in PUBG beta, which had about 200-300ms of actual client-to-client latency due to the very low server tickrate, you had to avoid running directly towards the corner to look around it, as enemies could see you running out in the open for a split second then rubberbanding back.