Traveler wrote: ↑16 Apr 2023, 04:48
Chief Blur Buster wrote: ↑15 Apr 2023, 18:12
It's better to game at "higher-but-predictable" lag versus "low-but-erratic-hitreg" lag. More people quit esports from the latter problem.
It's best to have both, but if you had to pick your poison, now you know which poison to take...
Is it possible to have both?
Yes and no -- depends on the context.
The latency chain is complex.
This diagram is grossly oversimplified, but hints at the complexity:
The moral of the story is that
1. It's impossible in some contexts (e.g. Internet latency, since you can't control other's people latency or ping jitter, and you may always have unfixable erratic hitreg issues). You cannot wave a magic wand and lower the other person's internet lag, if they are on dialup and you are on FTTH...
2. It's possible in other contexts (e.g. in a different game other than CS:GO such as DOTA2, intentionally using a slightly lower Hz + QFT + inputdelay + RTSS Scanline Sync techniques to get DOTA2 panning as perfectly as
www.testufo.com/map while having low-lag. Basically using the custom tearingless VSYNC OFF technique combined with ToastyX, to get a nearly lagless VSYNC ON technique via complex means)
In other words, depending on which part of the lag chain you are targetting, you may find you have to choose high-but-consistent versus low-but-erratic. Certain games with a large intentional tapedelay buffer (like a tiny Netflix buffer — of tens or hundred milliseconds — to dejitter everybody's game packets to keep them in sync with gametime) can successfully de-stutter erratic game latency better than CS:GO can, and have much better hitreg, at the cost of massively increased lagfeel. But we prefer lower lag, and some games use lag compensation algorithms that can be erratic with hitreg (successful shots that do not register AND missed shots that sometimes register as kills) etc, that can be problematic in very jittery Internet backbones combined with a zoo of competing player latencies.