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Alby_da_Wolf said:
SvennoJ said:

It doesn't add up while racing. You anticipate turns (and movements of other cars for that matter) You don't suddenly respond to them when they unexpectedly show up. When you're shaving off lap times, you get in the zone, it becomes like programmed behaviour. In the end you can almost do it with your eyes closed. That 16ms has nothing to do with setting better lap times.

If you are alone on the track and if you know very well it, you can anticipate. If there are other cars and/or you haven't enough time to race on each track enough times to know it well enough, you'll have to do corrections at the last moment, and the same will happen each time you reach the car's road holding limits, if for any reason you'll have to force the car further due to other competitors unpredictable actions or simply making impossible to follow the ideal trajectory or if the car's limits decrease, due to the racing sim being accurate to the level of simulating changes of weather and temperature, tyre wear, etc. In these cases you'll be able to anticipate less and that additional lag will add up, the best that will happen is that if you'll anticipate as well as possible and need smaller corrections, most probably that lag will translate in a penalty on the lap time a lot smaller than 1:1 with the lag itself.

Corrections at the last moment based on visual feedback won't benefit to any significant degree with the extra 16ms. It's still the anticipation of the flow of the game that determines that. Cars don't suddenly appear out of nowhere while racing.
Human lag > 215ms +
Input lag >= 66ms (Although your input will already have been taken into account a lot sooner than you see the result) +
Display lag 33ms to 66ms or more (lower in native 1080p game mode, higher when upscaling is involved)

The physics run independantly of the output framerate. While pushing your car to the limit you mostly rely on the sound the tires make. That has nothing to do with frame rate. Rumble also helps, also not tied to the framerate.

60 fps does look a bit nicer. Especially if motion blur has been added to 30fps visuals. Less motion blur will make the track easier to see at high speed. That's a design choice though, not part of the frame rate. Motion blur is mostly added to replays to give it a film like look, during racing it should be kept to a minimum.

60 fps is still too low for visuals, you still get that effect that the road, curb or fencing starts moving backwards at certain speeds due to the fixed granularity of the frame rate. Maybe a randomly variable frame rate >= 30 fps with NVidia's G-Sync could fix that. Only if you can accurately predict the time the next frame draw will take so you can eliminate judder effect. Ideally a game updates it's physics state slightly forward into the future so when the frame is displayed it matches the time code of the engine at that time. Judder happens when the game simply starts rendering the current state with disregard of when that frame might be shown.

Or you can go so high that the forward movement is always much less than any repeating elements on screen. It's eye candy anyway, to accuraterly follow the flow of the game 30fps without judder is enough.

In the end I can not detect any difference in my performance between Criterion's Burnout Paradise at 60fps and NFS Most wanted at 30fps. I did however notice that the game became a lot easier on PC at 1080p. I can see what's happening down the road!