I wanna see the receipts.
I don't trust anyone with regard to what they "feel" when it comes to input lag anymore. It's frustratingly evident that the average schmo either can't feel shit or has been playing on shitty setups for so long that they have no idea how games are supposed to feel in the first place. The Wii U was on the market for a year and a half and AFAIK nobody on GAF kicked up a fuss about how shitty the Gamepad is for Virtual Console games until I made a
thread about it.
Empirical measurements, please. It's gotten to the point where I'm considering hacking up a
Sega Genesis multi-tap so that it can function as a signal splitter for a control pad, pair it with a high speed camera and two consoles at the same time, and do all of the practical use case tests between different displays and converters myself.
I get it. I know it may sound arrogant to some, but I know where you're coming from. Unless I've seen/tested it for myself, I tend to take these "subjective measurements" with a huge grain of salt these days. Been burned too many times.
Here's a crazy example:
Most people don't know this, but the majority of Windows computers have insane audio lag in games, the kind that is independent from sound card or on-board audio, from drivers or other tangible or measurable hardware differences. (Naturally this isn't the case with ASIO drivers, but these are only used in audio production and not in games.)
I have tested over 10 computers, two of which I built myself, I have written my own tool to measure audio lag vs. input lag. The typical audio lag in games (likely DirectX related) I measured is 12 frames at 60 fps (= 200 ms). Only on Macs have I consistently encountered <1 frame (16 ms) of audio lag with the same tool. And there's one Windows computer I built myself that only showed 2 frames of lag. Otherwise, anything from Samsung i7 laptops with Realtek on-board audio to custom built i5 and i3 desktops with dedicated sound cards or even external USB audio interfaces have shown between 7 and 12 frames of lag (all running Win 7 64 bit). But 12 frames (200 ms) is the most common lag I encountered.
This can be seen/heard and tested in everything from NES emulators to indie games like Hotline Miami to AAA games like Far Cry 2 etc. As long as it's running on a Windows 7 computer. So I suspect it's DirectX related. The hardware configuration doesn't seem to matter. I have no idea why a single Windows machine I tested only showed 2 frames of audio lag. It has the same on-board audio and driver, CPU and even a very similar mainboard to another system that shows 12 frames of lag.
So, in conclusion, we're all playing PC games or emulated games on a PC with insane audio lag of up to 200 ms and no one seems to care. If you play a Mega Man game in your emulator of choice (on a Windows machine) and you fire the mega buster you'll have to wait for up to 12 frames before you hear the sound effect. Only under Mac OS X are you guaranteed an audio lag free gaming experience.
For what it's worth, I've researched this extensively online but have not found that anyone really talks about it or cares.