One area of focus missing here is game streaming / remote play (Steam Link, Moonlight, etc. over a local network).
I've come to accept input lag, but mostly play games where it doesn't matter (simple platformers, turn-based games, etc). I know steam link from my home desktop to my ~5 year smart TV is adding latency to my inputs – though I can't tell if it's from my router, desktop, or TV – but I've come to accept it for the convenience of playing on the couch (usually with someone watching next to me).
I know some blame is on the TV, as often if I just hard-reset the worst of the lag spikes go away (clearly some background task is hogging CPU). And sometimes the sound system glitches and repeats the same tone until I reset that. Still worth putting up with for the couch.
Input lag is one of those things you feel before you can explain it. Good to finally have a resource that breaks down the full chain — controller, engine, display — instead of just blaming the monitor like everyone does
The engine section is the part most developers seem to ignore. A locked 60fps doesn't mean 16ms latency, and that gap make me surprise
quite a few syntactical errors on this website. I’d suggest running it through an LLM and telling it to fix the mistakes without altering anything else!