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Re:Hard numbers in the Wayland vs. X11 input latency discussion by pests on Sunday January 26, 2025 @02:14PM (#42832984)
Slightly off topic…

> Suppose two players notice each other at the same time (e.g. as would naturally happen when walking around a corner in a shooter)

This is not true for third person games. Depending on a left sided or right sided peek and your angle or approach, players see asymmetrically.

For example, Fortnite is a right side peek game. Peeking right is safer than peeking left as less of your body is exposed before your camera turns the corner.

I believe distance also plays a part in the angles.

Re:Hard numbers in the Wayland vs. X11 input latency discussion by Strilanc on Sunday January 26, 2025 @02:37PM (#42833239)
Yeah, network latency and client side prediction and accuracy will also play huge roles. The actual distributions will be very complex, but in general reacting faster is going to be better.