I haven't had the time to follow this spin off, but my quick notes.
1. A quick check was showing about an extra 8ms for wireless. I did some browsing and this seems typical.
2. The issue with wireless, as I originally noted, is the stability of the signal fluctates, even in good conditions. Spikes are typical.
3. I would gather that a USB based device will add a small additional level of latency as well as inconsistancy (CPU overhead).
4. 8ms may not seem to be a lot. But some context.
a. A 60fps game refreshes the screen every 16ms.
b. It is hard to nail down the 360 with hard numbers (and the experience is quite variable), but as a PC gamer there is *clearly* a difference between a server with a 40-60ms ping and a 100-120ms ping. Going from 40ms to 48ms is a 20% increase. Going from 64ms to 72ms is a 12.5% increase.
5. Games already have a degree of built in latency (often a frame is rendered buffered, maybe even rendered behind delayed and detached from some game physics), online games will be buffered (maybe even with movement prediction), and you have other issues like variable output latency that can be nearly 0ms on up to over 60ms. The issue isn't so much that a game already has 100-150ms latency between user input and what they may see on screen--the issue is the increase becomes more noticable as well as the experience can become disjointed.
I have seen and heard people get REALLY frustrated with display latency, so much so they find it unplayable, when the additional latency is in the 15-45ms range. This isn't much, but they find it quite annoying. Likewise a lot of PC gamers won't touch a server with a ping over 80ms. Going from 60ms to 90ms is a big difference in fast paced games. I live in apartments and my WiFi signal is very unpredictable.
Anyhow, as I mentioned, I do not recomment WiFi for 360 gamers unless your setup requires it. You are paying more for a lesser experience.
I don't think the inconsistency of a wireless network is going to make you a better gamer, and it's certainly not going to have a lasting negative impact on your competitive nature. You'll still do just as fine. You guy's really really need to do a blind test. I think it's quite obvious that many of you aren't paying attention to all the tricks developers use to mask latency on P2P games online, especially shooters.
Wrong.
Additional latency and an inconsistant connection will impact competitive gamers. I never said it would make games unplayable and indeed there are a lot of people with the same handicap. But that doesn't mean it doesn't impact your performance.
I think a lot of us ARE paying attention to the various latencies and tricks being deployed (big
for you and assumptions about what others know... sheesh) but I don't think you are appreciating the fact that someone who is very good won't be just as good with an inferior experience, even if we are only talking an 10-15% increase in ping latency and random inconsistancy.
It probably isn't something less competitive gamers will ever notice, so I can understand the resistance some of you have to this concept. I don't do the ladder thing on the PC anymore, but my experience is those unconcerned with performance are typically those who the performance differences are the least noticable.
Just like those who cannot see the difference between 30fps and 60fps and 80fps. Just because YOU cannot see it doesn't mean others aren't aware of it.
Fighters are the only games where latency is truly a large factor. All other online gaming simply is unpredictable as it is being P2P, so Wireless or wires, it isn't magically going to make all of that go away.
LOL Fighters are the only game where it is a large factor?
Btw, logical fallacy: just because P2P isn't ideal (!! to say the least), doesn't mean additional (a) latency and (b) inconsistancy is irrelevant.