3 ms·
I don't buy the 60ms latency either, but it's very easy to compensate for consistent latency when playing games, and most rhythm games choreograph what you shou
by jasonjmcghee 3y ago
I don't buy the 60ms latency either, but it's very easy to compensate for consistent latency when playing games, and most rhythm games choreograph what you should do in "just a moment" which is probably at least 10x more than 60ms
- hobs 3y agoSure, but not in FPS games, an additional 60ms you might as well as be down an entire standard deviation.
- bee_rider 3y agoOnly on movement inputs, which don’t (?) make as big a difference as aiming speed for most people I think. (I aim with my feet in first person shooters but I think that is a habit, maybe bad habit, picked up from playing on consoles for many years). Lots of people might not be good enough to care about missing 1-2 frames. One could also pre-load the wasd keys.
- codedokode 3y agoCould it be that the user simply learns to press a key slightly earlier to compensate for the latency? There is key travel time you have to account for anyway.
- pixote 3y agoRythm games almost always have a calibration setting, where they ask you to press a key on a regular beat. Then can also do it to check the visual latency by doing a second test with visuals only. This allows them to calculate the audio and video latency of your system to counter it when measuring your precision in the actual game.
- Perz1val 3y agoOooh, that explains why when watching some super high bpm runs I always got the impression that they were like a frame off the marked area - but it was just shifted ahead of the actual music and they were in actually in sync