I would like to run double blind tests and see if humans can actually detect even 200+ms of lag. I suspect the answer is no. Much like audiophiles cant really tell the difference between various HQ audio formats and low quality MP3's in such tests.
Doesn't stop me from being a bit obsessed with display lag, but at the same time part of me doubts it makes any difference. If something like Onlive is playable, which is going up to 1000 miles out to a server and back, it seems our paltry local lag is hardly worth quibbling about.
Depends on the game and player. 200+ ms of lag is definitely very noticeable however. The easiest place to notice this was in online games back when Modems (usually 250 ms best case) were still popular compared to DSL (on average around 100 ms) versus some cable as well as direct T1's (sub 30 ms).
Display + controller lag is also quite evident in PC FPS where there is a direct translation (exact 1:1 or greater corollation) between the movement of your hand and the cursor on the screen, unlike a console controller where, at least for me, there's a bit of disconnect between pushing a stick in a direction and watching the cursor move at varying speeds. Back in the early days of USB mouses, there were people that could immediately notice the 60hz polling rate of USB mice compared to the 120+ hz polling rate of some of the nicer PS/2 mice.
30 fps versus 60 fps also being quite noticeable for twitch players who rely on being able to aquire targets in one frame. People watching me play back then thought they were watching a slideshow (90 degree and 180 degree turns in 1 frame before turning again), but for me it was fluid as I only cared about whatever I could glimpse in that 1 frame before checking other attack vectors.
Certainly not common. And you're right that casual players may not be able to tell definitively whether they are playing at 30 fps or 60 fps, for example. However, 200+ ms difference is incredibly noticeable.
After all, there's only about a 30-50 ms difference between Move and Kinect, but if you go from one to the other (or just look for the lag) it's certainly a noticeable difference. However, if you just start using Kinect and playing its games without actively looking for the lag (for example casuals that don't console game much if at all), it's unlikely that they'll notice much if any lag.
As well control/display lag is obviously more noticeable if you're actually playing a game. So the 30/60 fps example I used above would be pretty indistinguishable to almost everyone if they were only watching it. The distinction for visuals (versus control) is further blurred (pardon the pun) when you start introducing motion blur and other visual tricks that can fool the eyes into thinking the action is much more fluid than it necessarily is. Control however remains infuriating for some even with that. For example Crysis, which looked quite fluid and fast visually (20-30 fps) with motion blur enabled, but felt quite wooden and unresponse (again 20-30 fps) when controlling and aiming.
Regards,
SB