Input lag is actually the time DSP takes to process one frame and applies it to the actual pixels on the monitor. That means you get the image you requested (gfx card sent) with some delay of up to say 100ms, typically <50ms.
But that's it!!!!!! No other gameplay issues, no network lag, no nothing! It's entirely monitor based issue. The monitor will still receive your next frame to be displayed in the next cycle and your CPU + GPU will still process their next frame. All you "will notice" is that the actual image on the display lags the sound output by some <50ms. And don't tell me you're capable of noticing that?!?
I guess there should be some difference in implementation for various monitors. 60Hz = ~17ms which means a monitor with 40ms input lag should have at least 3 full screen buffers to not skip any frames. If it has only one, well then your actual refresh in this case would be 20Hz since the monitor would have to ignore the following two frames when preparing the one in it's buffer. Somehow I don't believe that's the case in any monitor since even 2560 * 1600 requires only about 12MB of RAM. What's a 32MB chip cost nowadays? I don't know how the panels are actually implemented. It could be that one chip drives the whole thing, but i believe it is far more likely that the panel itself contains transistors that handle individual pixel logic and DSP only feeds those transistors. The implementation of such triple buffering is in such case even easier since you only have to have a few SRAMs or tiny capacitors there to buffer it for you.
But that's it!!!!!! No other gameplay issues, no network lag, no nothing! It's entirely monitor based issue. The monitor will still receive your next frame to be displayed in the next cycle and your CPU + GPU will still process their next frame. All you "will notice" is that the actual image on the display lags the sound output by some <50ms. And don't tell me you're capable of noticing that?!?
I guess there should be some difference in implementation for various monitors. 60Hz = ~17ms which means a monitor with 40ms input lag should have at least 3 full screen buffers to not skip any frames. If it has only one, well then your actual refresh in this case would be 20Hz since the monitor would have to ignore the following two frames when preparing the one in it's buffer. Somehow I don't believe that's the case in any monitor since even 2560 * 1600 requires only about 12MB of RAM. What's a 32MB chip cost nowadays? I don't know how the panels are actually implemented. It could be that one chip drives the whole thing, but i believe it is far more likely that the panel itself contains transistors that handle individual pixel logic and DSP only feeds those transistors. The implementation of such triple buffering is in such case even easier since you only have to have a few SRAMs or tiny capacitors there to buffer it for you.