this post was submitted on 11 Jan 2026
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[–] Psythik@lemmy.world 2 points 17 hours ago* (last edited 17 hours ago) (9 children)

60 FPS was fine 15-20 years ago. These days I need my games to run at 120 FPS+. 60 looks like a slide show and you can really feel the input lag when you move your mouse at that framerate.

[–] MonkderVierte@lemmy.zip -1 points 16 hours ago* (last edited 16 hours ago) (8 children)

Input lag is not in any way related to frame rate. Fix your keyboard or use a faster game engine or whatever.

[–] Psythik@lemmy.world 6 points 16 hours ago* (last edited 16 hours ago) (7 children)

Input lag is massively affected by framerate and it's easy to prove. Go into your PCs display settings and lower your desktop's refresh rate as low as it'll go (30Hz or lower). Then move your mouse around on the desktop and you'll understand exactly what I'm talking about.

Think about if for a minute: let's say you click your mouse in between frames. That click isn't going to register until the next full frame. The lower your framerate, the more likely this will happen, leading to more input lag. This is so obvious once you spend 15 seconds to actually think about it, that I can't believe I even have to explain it to you.

[–] Jako302@feddit.org 0 points 14 hours ago (1 children)

Since when are mouse inputs tied to individual frames?

Neither to action you perform nor the reaction from the Programm should be delayed, only the visual feedback you get.

Sure some older Programms don't use internal ticks bit instead use the framerate for that, which leads to a lot of issues with higher framerates as well, but they are few and far between.

[–] Cethin@lemmy.zip 3 points 13 hours ago* (last edited 13 hours ago)

Input in many games are tied to frames, and this isn't necessarily a bad thing. Sure, you could poll for inputs faster, but you have to pick some rate, and framerate is a reasonable one. It certainly shouldn't be slower, and faster isn't really useful because the player can only respond at framerate speed. Faster just creates more processing that needs to be done without much gain. Sometimes there's interpolation to figure out what they would have clicked on/shot at at a sub-frame timing though, to make fast actions accurate, without a ton of extra processing.

Physics is almost always not tied to framerate, because the player response isn't what matters usually.

Regardless, a longer time to see the response is equivalent to response time.

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