Quote Originally Posted by Paradox Uncreated View Post
Ofcourse it could be possible to do vsynced HZ, and cleverly arranging things, so that each vsync, buffer is delivered, and next frame calculated. One for the kernel-engineers. (Who have time.)
That assumes the CPU/GPU can keep up, which in modern games they typically can't. Doom 3 IS a decade old after all; really no reason frame latency shouldn't be much above 10ms or so...[would be interesting to run a Windows comparison...]


Frame latency is a better benchmarking tool then FPS, because FPS averages out the slow time periods, and minimum FPS can catch outliers while hiding the latency problem. "Microstutter" on multi-GPU conflgs, for instance, is QUITE noticeable, even as FPS reaches into the hundreds.