Shifty Geezer said:
Yes, but you're talking top, top end gamers worrying about that level of latency, and they ahve all sorts of other issues to sort out first before framerate changes are going to make a significant difference. 17 more ms extra frame delay on top of 100 ms display latency is not going make the difference. First things first if that latency is troubling you, switch to a monitor or a gaming TV. And get a gaming ISP service. But target 60 fps in all games when it'll make almost no difference in real terms to those playing doesn't make a great deal of sense. COd is used as an example, but that 60 fps makes very little difference to most players on 100+ ms TVs and 150+ ms internet connection lag. 60 fps just feels better, and maybe gives them a sense of better sensitivity. If I present a hypothetical example like yours, the two players are watching the square travel from the left of the screen, and have to press the button when it rest in the centre of a cross-hair. At 30 fps, the player is still going to be getting enough movement cues (assuming the square isn't moving stupidly fast!) to predict when it'll be in the cross-hairs. With the IO polling 60 times a second, the 60 fps player won't have any advantage. But if the 60 fps player is on a TV with 100 ms lag and the connection is 100 ms lag, versus 50 + 50 for the 30 fps player, the lower framerate is going to provide the more accurate, responsive game.
2 things. You don't understand gaming mechanics with respect to lag. The lag you talk about in terms of online does not work at all as you think. More on this later.
1. Higher frame rate gives you more visual clues, making you able to for example adjust aim faster, or predict when that square of yours is hitting the middle. Not like you say just astethics.If a game runs at 60 fps in a shooter, you can more accurately aim (you get visual cues about your aiming twice as fast)
You cannot compare it to game display lag etc, its not the same. If I play a shooter at 60 fps, my brain can adjust and react to information twice as fast, meaning if I see a guy go left, and I'm aiming slightly off center, I can adjust faster. If I aim to much to the left I can readjust that much faster, because the information is coming at twice the rate.
This is regardless of input lag etc, as your always reacting to what you see!
Furthermore, most gaming TVs that are decent have less than 16-30ms lag, meaning that at MOST you will have one frame lag on the input you see on screen. If the game runs at 30 fps, it takes longer time for you to see how your input affected the game, and adjust accordingly. This is irrelevant of being online or not, and increases precision tremendously. It's not aesthetics.
In fact, if it matters so much that if two gamers have the exact same skill, same lag, but one runs at 30 fps the other at 60, the 60 fps guy would win every single time. Why? Because the 60 fps player will see the other guy 16 ms faster than 30 fps guy and start his reaction before 30 fps guy.
2. Further most online games today work in a matter where your aiming and movement is not really bound by Internet lag in the way you think.
For example, in cod, your movement, aiming and shooting is local to a large extent. Even though the server gets your movements and aiming at a x ms delay, your on screen movement is instant. The server will only adjust you if your Internet is incredibly slow, do a move it derms illegal or if the signal breaks.
What this means is that in cod, you always react to what is on YOUR screen at any given time. A simple example is this: assume i have 100 ms lag to the server. disregard any input lag for the purpose of this example.
If your falling down a cliff and i shoot you in the head mid air, and MY LOCAL CONSOLE registers a hit, it will simply tell the server I hit you in the head. Now, if your falling fast enough, based on your thinking , the server, which has 0 online latency would say the shot missed right? because obviously by the time 100 ms pass you would have fallen way more and i would be shooting the air? This is not true. Since the local client says I hit, unless the hit was deemed impossible by the server (some rule about movement etc) it will comply and kill you.
However, if we are both shooting at each other, the rule of the game is whoever tells the server first the other guy was shot in the head, wins.
This is why if you watch a killcam, it will always look slightly different to what you just experienced. The player that killed you, if he was moving, was in a slightly different position, and even though you shot 5 rounds, the killcam only shows 3 (the 3 that reached the server before it got a signal that you were dead!
As such, framerates matter, because of point 1, it also matters because much more than you think because online lag doesn't work in the way you thought.
if you don't believe me, run cod online ( or 99% of any other fps game), if your tv has less than 16/32 ms of input lag, you will see your movement on YOUR screen the very next frame, even if you have 50 ms ping to the server. Or just turn of your wifi mid game, can you still move? Within some bound distance rule - you can!
Similarly, try playing an MMO, and turn off Internet. You can still run around for maybe 10 seconds before you actually disconnect in game. This was a common pvp trick back in the day in mmos, as people would simply have BitTorrent running and turning off upload limit to create a lag spike. Until the next signal to server, for every other player involved you would be looking as running in whatever direction you were heading already, then warping to a completely different one.