What would be the best Render Pipelines to get the lowest input latency possible with Unity for the development of competitive multiplayer FPS games? (Quake, Unreal Tournament, Warsow, Halo, etc.)
To my limited knowledge of Unity, I understand that those are my current options:
- Default Forward (multi pass)
- Default Deferred
- LWRP (single pass)
- HDRP
- Scriptable Render Pipeline
Which one or which ones are the best for Low Lateny Input and responsive game controls?
How to avoid having the huge amount of input lag we get in games like Overwatch and else?