Tangentially relevant, but I've been part of several communities that have discovered a lot of interesting things about some video games using high-speed cameras.<p>Super Smash Bros. Melee: A game where input lag really matters a lot, the reason we still play using CRTs, not only has several frames of input lag, but it's not a constant number of frames of lag. It can range from 2 to <i>5</i> frames of input lag.<p>Tetris the Grandmaster series: Another game where input lag has a huge impact not only has several frames of input lag (and people have resorted to all sorts of ways to reduce it, including AHK scripts that constantly move the mouse on Windows XP) but the first two games of the series <i>don't</i> run at 60Hz. TGM1 runs at a slightly lower rate, not really significant, but TGM2+ runs at 62.68Hz, which is quite significant and makes some of the challenges a tad harder.<p>Both of these communities took the measuring test a few steps further than what can be done with isitsnappy. They connected LEDs to the buttons so it was easier to know precisely in what frame the button was pressed.<p>Someone in the Melee community also placed photoresistors close to the screen and used an oscilloscope to know exactly when the brightness changed.<p>Not exactly the most relevant anecdotes, but I felt like sharing.