Found an article from a few years ago: https://www.gamasutra.com/view/feature/3725/measuring_respon...
Not all games are that bad, especially these days. And your overall point is correct: adding even a little bit on top of that already horrendous latency is going to be noticeable by players.
200ms, while possible, is far from "most AAA+ games", as OP stated.
Sure, there's people that play on lowest-end consoles, on a crappy LCD TV with game mode disabled, but let's not consider that the norm for all players/all AAA+ games, and I'm going to need hard sources showing whether those worst case environments get even close to triple digit latencies.
A 30 fps game could go through a complete loop, updating everything: object positions, inputs in 33ms. At 60 fps assuming everything is synced to frame rate that would 16 ms.
I was asking for the commenter's source of information so I didn't have to guess what he or she meant. It's possible to make a game that doesn't respond a user's input in less than 200ms, but why would you? You don't need to be making a technical tour de force to respond in 16-33ms.
0: https://displaylag.com/best-low-input-lag-tvs-gaming-by-game...
RDR 2 isn’t a racing game or a fighter. You could argue it isn’t really an action game.
Also, why do you believe the latency of a display or a controller isn't sequential to the delay on Stadia?
You can see right in the half-assedly-found top YouTube result 11 frames at 16.6ms delay each, so that's 180+ ms of delay, before ANYTHING happens AT ALL on the screen. Much less something noticeable. It'd be very straightforward to shave 100ms off the buffer bloat in one of these games, so Red Dead Redemption 5 the Stadia Exclusive could have the exact same responsiveness controller-to-screen as Red Dead Redemption 2 on a fast internet connection.
I said AAA games, I meant the super big-budget action RPGs that dominate the industry. Obviously well-tuned shooters, racers, and fighters aren't going to play well with an extra 100ms of lag. That said, even super well-implemented games in those genres have a few frames between a button press and the screen unless you're talking VR or something from the CRT era.
Anyway, I have better things to do than try to explain to the Dunning-Kruger Boys how latency works, especially since I hate Stadia anyway and your ignorance will help speed it toward its inevitable doom.
Source please?
I have produced / designed / managed a few AAA games in my life and none of them had a 200ms latency between when you pressed a button and something happened on screen. That delay would be horrible for a fighting game or a driving game. How are you even defining "something happening on screen"?
Let's suppose you are right, that there is a longish latency between when your input is polled and when the game systems fully react. That happens to some extent in RTSs, because changes in the game state are synchronized. But in that case the delay isn't going to hide the network latency, it is going to be added on top of the network latency.