I don't understand your logic, maybe because I'm clueless about these things. Let's see. I'm assuming that no matter how much you crank up the FPS your screen is capping what you actually see to the refresh rate, right? I'm also assuming that save for brain injury of the developers, the physics simulation is uncoupled from the display, i.e., input events and motion calculation is done somewhere using a fixed clock independent of what a particular player is actually seeing on the screen. What you see displayed would be a discrete subset of the physics calculation (also discrete). If this is true, I don't quite see how the FPS rate is introducing any lag as long as it is equal or above the refresh rate. What's flawed here?
I'm not considering undesired effects such as FPS-dependent physics ala Quake 3.
I'm not considering undesired effects such as FPS-dependent physics ala Quake 3.
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