These animations effectively increase the input lag significantly. Even with them turned off there are extra frames of lag between a click and the updated widget fully rendering.
(Everything below refers to a 60 Hz display)
For example, opening a combo-box in Windows 10 with animations disabled takes two frames; the first frame draws just the shadow, the next frame the finished open box. With animations enabled, it seems to depend on the number of items, but generally around 15 frames. That's effectively a quarter second of extra input lag.
A menu fading in takes about ~12 frames (0.2 seconds), but at least you can interact with it partially faded in.
Animated windows? That'll be another 20 frame delay, a third of a second. Without animations you're down to six, again with some half-drawn weirdness where the empty window appears in one frame and is filled in the next. (So if you noticed pop-ups looking slightly weird in Windows, that's why).
I assume these two-frame redraws are due to Windows Widgets / GDI and DWM not being synchronized at all, much like the broken redraws you can get on X11 with a compositor.
> USB is polling with a fairly slow poll interval rate (think a hundred or so ms).
The lowest polling rate typically used by HID input devices is 125 Hz (bInterval=8), while gaming hardware usually defaults to 500 or 1000 Hz (bInterval=2 or 1). Most input devices aren't that major a cause of input lag, although curiously a number of even new products implement debouncing incorrectly, which adds 5-10 ms; rather unfortunate.
https://epub.uni-regensburg.de/40182/1/On_the_Latency_of_USB...