Modern games stabilized around two numbers: 30 FPS (mostly console games) and 60 FPS (PC games). 30 FPS is the lowest acceptable FPS, and it's chosen out of necessity, because it turns out that some people prefer (with their dollars) richer graphics (possible with 33 ms per frame) over smoother experience.
As for network games, network latency (ping to server) is rather orthogonal aspect to visual latency because of two factors:
1) ALL network games [try hard to] predict server response in advance (by essentially running the same code - on possibly stale/incomplete data - on clients) and then correct/compensate/lerp after getting authoritative server data. Games would be unplayable if you there was a delay of 20-50 ms between you pressing forward and you actually moving forward.
2) Game tick (i.e. when game entities are updated, when they "think" - which in network client-server based games only happens on servers) already happens at different (often lower) rate than drawing. For user experience, it's much more important to update animations (which often are local to clients), non-game-affecting physics (particles, smoke, etc), and other "visual" things in a network game, which happens client-side.
P.S. When talking about games, it's misleading to use FPS. It's better to compare frame time in milliseconds, and for latency tests, it's better to compare standard deviation of this value instead of an "average FPS".
As for network games, network latency (ping to server) is rather orthogonal aspect to visual latency because of two factors:
1) ALL network games [try hard to] predict server response in advance (by essentially running the same code - on possibly stale/incomplete data - on clients) and then correct/compensate/lerp after getting authoritative server data. Games would be unplayable if you there was a delay of 20-50 ms between you pressing forward and you actually moving forward.
2) Game tick (i.e. when game entities are updated, when they "think" - which in network client-server based games only happens on servers) already happens at different (often lower) rate than drawing. For user experience, it's much more important to update animations (which often are local to clients), non-game-affecting physics (particles, smoke, etc), and other "visual" things in a network game, which happens client-side.
P.S. When talking about games, it's misleading to use FPS. It's better to compare frame time in milliseconds, and for latency tests, it's better to compare standard deviation of this value instead of an "average FPS".
Comment