If you knew how its calculated that'd be the first question to ask ¯\_(ツ)_/¯
Assuming you were using a 60fps camera =/= not knowing how it's calculated. Yes, there's a chance some frames would get missed in capturing the video, but that doesn't mean a 60fps camera can't be used to get comparative results. It's just not as accurate as a 120fps camera would be for capturing 60Hz footage or a 240fps camera would be for capturing 120fps footage. Even with higher fps cameras, there's still the possibility of human error using the analog stick, as the speed of deflection can vary from test to test.
My point in showing God of War test was that even with a game with such a high input lag (by design), people like you end up praising the combat regardless instead of complaining about the lag.
GoW's movement latency isn't indicative of overall latency. Other actions are faster. It's simply a design choice to have his movement feel weighty. Also, it may have higher movement latency than The Witcher 3's alternate controls setting, and it would still be vastly superior. Why? Because other design choices also play a role, such as what level of control you have over your attack patterns, how good or bad the AI in an encounter is, how much overcoming a combat encounter feels earned or satisfying, what kind of hit reactions and hit detection there is. There are several factors to consider. The same is true for TLOU part I.
More importantly, increasing the frame rate considerably improves Kratos' movement latency. The same is not true for all actions in RDR2, as animation priority takes precedence.
Since every game is different in that regard, at the end of the day, the controller choice hardly makes a difference. Other factors like frame rate and display lag have a greater influence.
Nowhere did I say that frame rate doesn't have a greater influence. Display lag, on the other hand, doesn't if the right display is chosen. There are displays that have lower input lag than the differential latency between the DS4 and Steam controller buttons. And like I said earlier, these things aren't mutually exclusive. Game latency, display lag, and controller lag all add up. The aim is to lessen this as much as possible, not disregard one aspect because another makes a bigger difference.
It looks to me like the movement began at either the 74th or 75th frame, not the one you ended up counting. But that could just be due to the quality of the gif. Also, while you already have someones camera, wouldn't hurt to do other tests as well.
I don't have someone's camera. Someone let me use their camera when they were at my place, which is why I couldn't conduct multiple tests.
You may be right about it being the 74th (definitely not the 75th) frame instead of the 66th. The weapon model does indicate some movement, but it may be due to the idle animation, which also has some sway. I'll need to test it again, possibly when she sways in the opposite direction.
Either way, movement latency of 133m is still not at all what you were so sure about.
I'm sure even TLOU2 would fall into the higher side of 30fps games, instead of the most responsive feeling ones.
TLOU had more weighty and slower actions compared to Uncharted games. TLOU Remastered at 60fps has even more lag than whatever action that UC4 picture is suppose to show at 30fps. Same engine and all, that doesn't inspire any confidence in TLOU2 being close to UC4. Both being 30fps and all LOL
Lost Legacy on PS4 isn't the most responsive feeling game either. Takes 200ms for any kind of response to 333ms to get any kind of camera movement. Pretty awful imo.
How does TLOU2 hold up?