Comment by jayd16

5 years ago

For games, consistent, smooth frame rates and vsync(no tearing) is more important than input lag so often times things will be buffered.

That said, the VR space has a much tighter tolerance on input lag and there's hardware based mitigations. Oculus has a lot of techniques such as "Asynchronous Spacewarp" which will calculate intermediate frames based on head movement(an input) and movement vectors storing the velocity of each pixel. They also have APIs to mark layers as head locked or free motion etc.