There has been a lot of work by modders to reduce the input lag introduced by the game engine itself to offset the lag introduced by LCD monitors, but I hope someday LCDs can catch up in this last metric.
There has been a lot of work by modders to reduce the input lag introduced by the game engine itself to offset the lag introduced by LCD monitors, but I hope someday LCDs can catch up in this last metric.
If your network latency is 50ms, you still have extremely low, almost zero latency for most operations like using the mouse to change the look direction.
50ms display latency would make a modern FPS utterly unplayable.
Games like SSB are extremely latency dependent.
LEDs often have much higher latency than necessary. Many have ALLM modes which disable certain features to decrease latency. We already have changed LED technology for this reason -- higher end computer monitors specifically focus on latency now. It's a really big deal.
Nobody suggested this. {Parent} was merely pointing out one advantage of CRT tech over LCD tech in a specific use case.
Can you link something about this? are people rewriting the core engine of melee?
Additionally, they found that there is an extra frame of buffer hanging around that wasn't necessary so that can be removed.
There might be something else too?
The game uses the last poll, but the last poll could be up to half a frame old.
As far as I know, neither rewrite the core engine of melee, but there are some key modifications like UCF (Universal Controller Fix) in 20XXTE that modifies the way the game interprets analog stick movement to help standardize the effectiveness of gamecube controllers. Without that fix, it's very hit or miss on whether or not certain movement tech would work consistently on a controller due to joystick drift / deadzones.