The quote was from Mike West, a programmer at Neversoft, not Richard. Richard just wrote the article based on the information and quotes from Mike West and then proceeded to test them himself and shared his test results on the site.
1 game frame at 60 fps = 1 video frame at 60 fps = 1 refresh at 60 Hz. As long as you’re keeping all that in mind, then it’s easy to compare frames.
1 game frame at 30 fps = 2 video frames at 60 fps = 2 refresh at 60 Hz. So when a 30 fps game is being played, it has what is equivalent to 7 or 8 frames in a 60 fps game. That’s why you’ll never see a serious fighting game at 30 fps, because it would be ass.
Games that run at 120 fps/Hz vsynced will have what is equivalent to 2 frames of lag in a 60 fps game, at least from what I’ve read, but have not seen serious testing on this.
We measure everything in 1/60th frames because most displays are 60 Hz and are designed to update 60 times a second, it was a standard for many years and even modern HDTV is standardized to 60 Hz.
Also, if you do the math for the frame rate, 16.7*4 = 66.8 ms. However the math is giving you the very end of the frame, not the start.
0 to 16.7 is the first frame
16.8 to 33.4 is the second
33.5 to 50.1 is the third
50.2 to 66.8 is the fourth.
Anything with 50 ms of lag is already starting the 4th frame, which puts it into the 4 frames of lag territory since the 4th frame is when you’ll first see any action you do. In fact, red, green, and blue phosphors all have different decay rates so it’s possible that the green phosphors are already starting the next frame while the blue are still finishing the last. But that’s way off topic, lol! The bare minimum a 60 fps game can do is 50 ms as long as the software has pure access to the hardware. The PS3 XMB has nothing between it and the hardware and it updates at 60 fps / 60 Hz vsynced and that is why it can have a response of 4 frames. XMB has nothing to do with games like SF4 running 2 frames behind the Xbox version. Other 60 fps games on PS3 are hitting 4 to 5 frames as they normally would. PC games that will update to 60 Hz and maintain a consistent 60 fps will have an input lag of 4 frames. 2D games like NES, SNES, arcade games, and so on updated at 60 Hz and they will have a bare minimum 4 frames, and they were updated by Hz and not FPS because they didn’t render in frames. This is why CPS2 games are 4 frames of input lag. It can’t go lower, because that’s the nature of the beast. The information from Mike West matches Papasi’s and DGV’s tests of CPS2 hardware and other people’s tests of CPS2 hardware, 4 frames is it.