
Originally Posted by
Mirage
They should not add to network latency, but your total latency is actually a combination of network latency and so-called input lag.
It is common for games to buffer a few frames before displaying them on your screen, because this smoothens out sudden fps drops and thus makes your framerate more stable. However, this also means that the image you see on your screen was actually rendered by your PC 3 (for example) frames ago, and that also means that whenever you react to an action, you react to an action that happened 3 frames ago.
At 60 fps, each frame equals ~16 ms, but if your framerate drops to for example 30 fps, each frame will equal ~32 ms. As you probably understand, 3 frames of input delay at 30 fps is nearly 100 ms extra lag that is added on top of your network lag, while if you had 60 fps, you would only have ~50 ms input lag. This is also why fighting games such as street fighter and tekken always strive to run at 60fps constantly, so that the input lag is always low and always constant.
So in short: non-networking programs can hurt your total lag, but only if they also cause your fps to drop ingame.
As a side note, it is usually possible to reduce the number of pre-rendered frames for your game. I know the nVidia drivers have 3 frames as the default settings, but you can turn this down to 0. At the lowest setting, you would be looking at something like 16-20 ms input lag(*) if your fps is stable at 60fps, but if your computer isn't able to keep up perfectly all the time, you might experience a less stable fps, with a few more sudden fps drops.
*) Even at 0 pre-rendered frames, it is impossible for the game to display the changes you make sooner than 1 frame after the current frame that you're looking at, which means the game will react one frame later, which is 16 ms. Then there is also a slight input lag from when you press a key on your keyboard or mouse until your is able to send this to the game process, but this is usually very low. Of course, these figures assume 0ms reaction time in the human user, which also is completely unrealistic.