grandmaster
Veteran
John Carmack, at the recent QuakeCon, talked about supporting faster input response by rendering a buffer larger than the image on screen (ie. render borders outside the normal viewport). Simple rotation+translation of this image would effectively act as a prediction of the next frame.
Since you're spending fillrate rendering a larger image it is not without cost. But, if your game is getting 40frame/s consistenly (with tearing), it might be a win to render 30 larger frames per second and display these at 60 Hz with every other frame being a 'fast' frame.
You'd get lower input latency as well as smoother pans.
Cheers
That's an interesting idea but how would you get lower latency? Assuming 60fps, let's say you move left... the image you'd be getting would be 16ms "old", surely?