I don't buy the 60ms latency either, but it's very easy to compensate for consistent latency when playing games, and most rhythm games choreograph what you should do in "just a moment" which is probably at least 10x more than 60ms
Only on movement inputs, which don’t (?) make as big a difference as aiming speed for most people I think. (I aim with my feet in first person shooters but I think that is a habit, maybe bad habit, picked up from playing on consoles for many years).
Lots of people might not be good enough to care about missing 1-2 frames.
Could it be that the user simply learns to press a key slightly earlier to compensate for the latency? There is key travel time you have to account for anyway.
Rythm games almost always have a calibration setting, where they ask you to press a key on a regular beat. Then can also do it to check the visual latency by doing a second test with visuals only. This allows them to calculate the audio and video latency of your system to counter it when measuring your precision in the actual game.
Oooh, that explains why when watching some super high bpm runs I always got the impression that they were like a frame off the marked area - but it was just shifted ahead of the actual music and they were in actually in sync