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Hiku said:
curl-6 said:

No, that's the exact opposite of what it means; the command will be registered immediately instead of waiting until the next frame arrives on screen.

I know, I was talking about how it normally works for a 30 fps game. I'll clarify that. I was just asking if this makes a difference of 1 frame or not, and explaining why.

But even if this is the case, I still don't quite get it. If I input a command  (Jump) during a skipped frame in Sonic Forces on Switch, how is the next frame rendered on screen any differently than it otherwise would have been? Will the next frame skip the first frame of animation for Sonic's movement and start on the second frame?

Normally during a 30fps game, if you input a command on a skipped frame you will see nothing during that frame. For the next frame you'll see the 1st frame of Sonic's jump animation. Then nothing for the second frame. Then on the third frame you'll see the second frame of sonic's jump animation. Then nothing on the fouth frame. And do on.
But in this case, we won't see the first frame of Sonic's jump animation, but we'll start at the second frame of his jump animation instead?

Input lag in a 30fps game can actually be over 100ms, more than 1/10th of a second or as much as 3/4 frames or more, between pressing the button and the action beginning. With 60Hz controller polling that can be cut down to less than 40ms, or about 1 frame.