So running at 120 Hz can, in theory, remove half frame of input lag, but although it's definitely an additional benefit, I wouldn't call this a "large" reduction of lag that you're going to notice, as compared to the 3 frames of lag that may be introduced by undesired frame queues built in the drivers.
Trust me, I didn't believe it until I owned a 120Hz computer monitor. When I play my 60Hz games in *anything*, not just MAME, I actually noticed the slight reduction in input lag. 8ms is a large difference when you're teetering near "can feel it" vs "can't feel it"; Micrsoft did some tests and found humans were consistently able to detect eye-hand-coordination "input lag differentials" even with just 10ms,
see article with Microsoft YouTube video, and also Competitive online FPS gamers claim they feel one frame differences -- I now believe them!
It is not noticeable in PAC MAN, but it's definitely noticeable in Street Fighter type games.
Not everyone notices, but I've received at least 3 testimonials of people who could tell it "felt more connected".
And Calamity, it benefits you too, for a different reason,
even if you can't "feel it": Also, sometimes input lag is a "win-the-race" game. If you press a button 1ms too late, you lose (e.g. enemy shoots you first). Having 8ms less input lag allows you to win if you're racing your reaction time against the game, and 8ms can "push you over the edge" in evenly-matched situations, even if you cannot feel the input lag difference. That's an additional reason why competition gamers often care about small input lag differences; it allows them to "shoot first" in a draw. It "adds" on top-and-beyond your reaction time. If your reaction time was 180ms, you're now averaging 172ms if you shave off 8ms of input lag. A big improvement when competing against another in "shoot simultaneously" situations in FPS.
Yes, human reaction time are often 200ms, but humans are actually more sensitive than expected to
input lag differentials than you think. During fast motion (e.g. like a fast moving "laser bullet" in a space shoot-em-up game), moving at 20 pixels per frame, having an input lag reduction of half a frame means the bullet is visually 10 pixels behind (in terms of where your eye-tracking position is)! If it's at the very edge of your reaction time, this can mean the difference between pressing the "shields up" button on time, or being killed.
(Note: 20 pixels step per frame is 1200 pixels/second, or two screen widths per second in a 640x480 game -- ~500ms to cross a screen width. You do not have much time to react against fast moving objects such as this! On an arcade CRT in this situation, 8ms translating to 10 pixels is approximately one centimeter! So you see, in this specific situation, 8ms means the bullet is one centimeter behind! This type of input lag difference is visible to the human eye when you have have two displays edge-to-edge and one of them is lagged by 8ms! (two displays sitting top-to-bottom for visually comparing horizontal lag, or displays sitting side-by-side for visually comparing vertical lag).
In button mash games, there are many situations where the enemy can hit/kick/shoot/kill you first. In any given minute of punches and kicks, exciting moments can have something like 100+ "time races against the enemy" (react before enemy does). Having 8ms of advantage, actually starts to "averagely become really noticeable" to seasoned players in this situation.
Examples of "races-against-time" situations:
- Timing a punch/kick button during enemy vulnerable moments, etc.
- Timing a shields-up button at close range when you have no time to dodge; etc.
- Timing a shoot as immediately as possible because you'll die quickly upon glancing enemy, etc.
- Other situations where the edge between win/lose is very thin.
So there are actually TWO benefits:(1) Some people sensitive to input lag, actually feel differentials of 8ms; and
(2) Even if you can't feel it, it allows you to "shoot first" in a draw situation (
win because you shoot first).