Something is bugging me, looking at the 360 figures in particular, they're like 1 frame more than it feels in practice.
Testing lag isn't easy in that additional ms quickly add up, stick, firmware, adapter, drivers/polling, reference location on the screen, and there can be several more surprises.
Such database is very useful but to keep it healthy it's good to keep questioning the method, hardware and per-game results over and over until no doubt remains.
Anyway nothing prevents you from polishing it up over time.
donluca wrote:Also, please have a GroovyMAME setup up and running as it will give you the closest result possible to the original PCB.
If your hardware is strong enough, on older games you can use a high frame delay and get the exact same lag as the PCB, provided you use a CRT and a low lag input device.
On a no-compromise setup yeah, or at least with only a tiny mere ms difference remaining.
The CPU requirements both from MAME and Groovy have been going up lately though, for a number of systems that are now better emulated, but also iirc Groovy that's currently in the process of getting more accurate (WIP).
This requires at least a quad-core that can clock over 4GHz easily (and a not-too-shitty AMD GPU)
PS: a LCD is fine too as long as it's lagless, and there are quite a number out there despite what people believe, a lot of still don't get the difference between 'input lag' proper and the variables at different measurement positions/conditions and a small number of factors that reviews websites don't really advertise or explain enough in details.