| Even assuming a perfect computer with zero input latency and zero display latency the network part still matters when it comes to knitting an area like "North America" into a game region. It feeds into longer causal chains. For example, consider two players in LA both using an NY server over the dedicated zero-overhead fiber-optic network mentioned above, with a relatively modern game-networking stack. (1) Player A raises an energy-shield t=0 ms. (Client-prediction.) (2) The server agrees as of t=20. (3) Player B shot an instant-travel hitscan weapon at t=39, while the victim was still exposed on his screen. (4) The server gets the shot-message at t=59, and honors it (Latency Compensation), sending a damage/death message out to Player A. (5) Player A receives the news of his damage/death at t=79. Even in that world of unattainably-good equipment, that's 80ms of "wait, that doesn't look right". |
Edit: Also don't double your ping by putting relay servers only on one edge of the country.