Please read my link again then, because i already did.MysticSlayer said:As I've already mentioned to someone else, you'll need to show that 33.3ms is above the threshold of what humans can perceive before that becomes a relevant number to this discussion.
Then why are you claiming that to be the case here?If you knew me, you wouldn't come to that conclusion.
some DOS games did this in the 90s, but its very rare nowadays. the game you are talking about is Need For Speed: Rivals released in i think 2013. here is the link to video you mentioned https://www.youtube.com/watch?v=eDA37BmvNwM TB complains that it is unacceptable to do this and that no other games do this nonsense.MysticSlayer said:I'm not fully versed on game programming, but there are games (especially older ones from what I've heard) where actions, speed, and other factors are tied very heavily to each frame. This can cause some very odd behavior as you increase or decrease the framerate, and it may even be possible some games lock the framerate to mask this. I forget the game, but I know TotalBiscuit has put this on display at least once when he unlocked a game that was locked at 30 FPS. The game became unplayable at the 120 FPS he let it go to, as the game speed was directly tied to the number of frames being run at.
In these situations, yes, you could experience a major difference between 30 FPS and 60 FPS. The problem, though, is that, from everything I've heard, this is a horrible practice.
But as for this discussion, it is hard to tell exactly how a game is programmed (since most games are proprietary and don't make the source code available), but I would say any game that becomes unplayable to the degree you're claiming probably partook of this practice in some degree. It's not a case of 33.3ms being too much delay. It's the fact that the game is horribly programmed.
Edit: Also any game that does this is very easy to spot without knowing its source code. Actually thanks to modding being popular a lot of source codes are actually accessible.