# A Case Study of First Person Aiming at Low Latency for Esports

arXiv: https://arxiv.org/abs/2105.10498 · HTML: https://mlsanity.com/paper/2105.10498/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 5 May 2021.

## Built on by (most cited first, 1 of 1)

- [GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time Rendering](https://mlsanity.com/paper/2406.18551/) (2024)

## Abstract (arXiv)

Lower computer system input-to-output latency substantially reduces many task completion times. In fact, literature shows that reduction in targeting task completion time from decreased latency often exceeds the decrease in latency alone. However, for aiming in first person shooter (FPS) games, some prior work has demonstrated diminishing returns below 40 ms of local input-to-output computer system latency. In this paper, we review this prior art and provide an additional case study with data demonstrating the importance of local system latency improvement, even at latency values below 20 ms. Though other factors may determine victory in a particular esports challenge, ensuring balanced local computer latency among competitors is essential to fair competition.
