Earlier quoted context omitted.
Yes, it really is. The problem is it takes a lot more than one frame for most modern software to change a pixel on the screen. I'm sitting in Hawaii on wifi right now and the first random US mainland server I pinged responded in 120ms, which means sending only took 60ms. Now say you're running a 30 Hz game with 2 frames of input lag, and you've already lost before even considering the input lag of the monitor itself.…
No it really isn't. Are you really doubling down on this by talking about software that has built in latency? Any game that runs at half the frame rate of a cheap TV and has an architecture designed to not draw frames immediately has nothing to do with what you're saying. That would be like someone deciding to send packets every 100ms and claiming 100ms extra latency. All of this is forgetting that packets can be fir…
Yeah I think displays, even when triple buffered, might win on average. Sending a single packet is fighting a straw man when compared against a full rendering pipeline with common habits. Compare minimums or compare common cases, crossing between them is unfair regardless of which direction you go.