- Joined
- Aug 27, 2025
- Messages
- 550
I would warn against using "sample size of one" combined with subjective data as several things in the past showed us that is a very bad metric.I mean I'm not that surprised.
At that framerate you're flipping a frame in under 3ms. Low ping and encoding and decoding latency later and, yeah, you're probably there.
Even at 120hz, it's only 5.55~ milliseconds longer to render a frame. Maybe the bigger frame adds encoding/decoding latency on top, but it's fast at this point any way you slice it.
I played multiple games and all of Split Fiction on it when I was in between computers for a couple months. I played at 4k 120hz, at like 100 m/bits bitrate with 5 ping.
Reflex works, VRR works. Latency was imperceptible. I spent a lot of time trying to feel it. I couldn't. It is not laggy in the slightest.
Back in the multi-gpu days there were a lot of people claiming it was fine and called people perceiving something as "off" for delusional until test methods indeed showed that it was full of frame time fluctuations and the peopel claiming everything was fine was indeed claiming "horseshite": https://www.overclockers.com/micro-stutter-the-dark-secret-of-sli-and-crossfire/
Same thing happend with controller lantency and then people started testing and same thing happend I remember reading this years ago: https://displaylag.com/console-latency-exploring-video-game-input-lag/
You seem to confuse A<->B ping with input lantency those are 2 seperate measurments that cannot be interchanged.
That complicates a business case even more because now you have segment people into who perceives "lag" better than others as history shows us that homo sapines differ wildy in abilities and perceptions.
I would wager that there is a reason why "cloud gaming" has not killed of +$500 consumer GPU's and we all are all not just subcribing to online service.
Consumers move fast if you have identical services but one has a higher cost and what we see is ~$5B "cloud gaming" vs ~$110B "on-prem gaming"