Zekkyou said:
It's not an issue of how long it takes the game to know you pressed a button, it's an issue of how long it has to wait before it can actually show the result of that button press. If a game runs at 30fps, then each frame is on-screen for just over 33ms. Thus, ignoring other factors that can further increase the input delay, it will take 33ms for the result of your button press to be represented on-screen. At 60fps, as well as the general image being smoother, it takes half as long (again, ignoring other factors that increase the delay) for the result of your button pressing to be represented on-screen. If you're pressing several buttons every second, or making constant minor movement adjustments with an analogue stick/mouse, that halved input delay can feel significant. I don't personally care much for 60fps in most console games, i prefer the benefits targeting 30fps provide, but the advantage of 60fps isn't limited simply to motion detail. |
It is true that the frames are presented in larger intervals, but it is not delayed it just seems that way, because the game works also between those intervals, otherwise the game would freeze between each individual frame and it would be beneficial to have something like 2-5 frames per second which would give you much more time to decide what to do.
Actual delay would be called "lag", which usually happens when you try to play games on a very low end PC, but that is a performance issue with either GPU or CPU.
Besides nobody is fast enough to make rational decisions that fast, unless you're Superman of course. Like you said "pressing several buttons every second", which leaves you with 30/60 opportunities each second and unless these moves are presented in only one or two frames and happen to be super fast there is no difference since you can't cancel those moves once they're executed except if you're playing DMC, but even then it would be one huge jump-cancel button mash fiesta. :D