spacediver wrote:With a feedback control situation, where one needs to adjust their movements in real time response to incoming information, I can see how performance can suffer, and things like overshooting can occur.
Very good points, but what I'm saying and what you are saying isn't mutually exclusive at all. There are so many, different, interaction, vision factors / feel factors, that are occuring simultaneously. Mine is just one example of many, that attempts to educate the layman into understanding how the heck, possibly, in this world, that milliseconds matters -- once one fathoms how fast mouse 180 turns can be (e.g. 4000 pixels second), it suddenly makes sense that 10ms leads translates to 40 pixels, which can mean the difference between a crosshairs on target, or crosshairs off target. Obviously, many examples I say are hugely simplified examples.
There are multiple factors at play, as you can see:
(1) You have visual feedback of the thing coming into view from the edge of the screen, as you do a fast flick 180 degree. You know when to begin decelerating your mouse turn based on when the thing pops into view (landmarks, enemies, etc). If your flicks are fine tuned towards this, then changes to input lag will cause you to overshoot/undershoot more and require more corrective movements. There's definitely a memorized element of mouse flick based on memorized mouse distance (flicking with eyes closed and seeing how close you can get to 180 degree) -- but it's always more accurate if you do it with eyes open, so there's a visual element as gamers often compensate by changing their reaction based on what they're visually seeing, and accelerating/decelerating mouse based on what they are seeing, too. And if there's a significant enough lag change, it's definitely is going to interfere and cause you to overshoot.
-AND-
(2) Even corrective movements are fine tuned to a human input lag behavior. You rarely center crosshairs in one swipe, you often have to move back slightly to aim. The amount of corrections you need to do, slows you down from killing the enemy before the enemy shoots at you. You move mouse back and fourth until things are centered in crosshairs. If you are used to a specific latency, you do corrective behaviors a specific way. 5ms-10ms differences in input lag can cause increases in swervy overshooty/undershooty behaviors if your reaction is not fine tuned to a specific lag.
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It's not too metaphorically different from steering wheel lag -- and swerving on a road, back-and-fourth, back-and-fourth -- witness the accidents that occur when you swerve. For example while driving, you suddenly see obstacle, you successfully swerve, but then you go into a deadly-amplifying back-and-fourth serving until you crash. You over-corrected, often because of rapid and suddenly unexpected change in steering wheel lag whenever the car reaches its very end of parameters (e.g. change of surfaces, loss of traction, skidding, slipping, sliding, etc -- it is essentially sudden change in response).
Twitch gamings, are actually millisecond-timescale manifestations of this behavior. Your mouse overcorrect/undercorrect takes slightly longer or shorter, e.g. a 5ms or 10ms change in input lag can, say, cause a cascade of slower-reaction as you try to quickly aim (and keep overshooting/undershooting, because the lag change relative to what you're used to).
But, rather, it is micro-scale, like your usual reaction time can sometimes cascade much bigger (e.g. becomes 50ms slower) with the addition of a 10ms lag, because of the amplified mouse overshoot/undershoots.
BEFORE EXAMPLE: Aim fast -- you overshoot 60 pixels, move back, you overshoot 10 pixels, move back, you fire, blam.
AFTER EXAMPLE: Add 10ms lag and it wrecks your aiming. Now aim fast, during aiming your crosshairs, you end up overshooting 80 pixels, move back, overshoot 20 pixels, move back, overshoot 5 pixels, move back, you fire, blam.
The numbers are examples, but you can now understand the cascade effect. So one tiny +10ms lag caused a cascade of, say, +50ms (maybe even +100ms, maybe even +200ms, maybe +30ms) that one time, because you weren't used to the change in lag. You need to re-practice in order to get used to the new latency change, especially if the latency change is towards the worse direction (e.g. slower response).
I have noticed cascade effects in my mouse aiming when I add a sudden +50ms. I even still notice at +10-20ms sudden change in lag. I'm not a competitive player. My personal experience leads me to believe that 5ms-10ms makes a perceptible difference to an elite few, in slowing down their reaction time.
This really all need to be scientifically measured, but there's been enough anecdotes by competitive gamers, and my rough napkin math calculations show quite a lot of logic in their complaints; but I imagine government-funded science don't like studying video-game related stuff like VSYNC OFF stuff, or the mouse crosshairs overshoot/undershoot behavior changes (over micro timescales), etc. Perhaps a few university/college students would like to take upon a few thesises, based on what they read here on Blur Busters
Especially as part of an education targeted towards developing in the game industry...
I would bet, however, that 5ms and 10ms latency differnces, matters a huge deal to elite fast-twitch gamers for the Quake Live / CS:GO type games.