2011 https://techreport.com/review/21516/inside-the-second-a-new-... article similarly started new era for computer gaming, beginning a larger, more technically informed discussion. Things got better in 2013 https://www.guru3d.com/articles-pages/fcat-benchmarking-revi... and culminated with G-sync/Adaptive-Sync/FreeSync. Everybody working with hi-end hardware knew about the problem (manufacturers, hardware testers, power users, technical forums), but it was widely ignored. Things got especially weird/bad with introduction of Alternate Frame Rendering by ATI(Rage MAXX) in 1999, and Nvidia following suit in 2004 (SLI) - great benchmark results with really unpleasant hands on experience due to micro-stuttering. Took 13 years for someone to finally say it out loud https://www.anandtech.com/show/7195/amd-frame-pacing-explore...
Things arent perfect even today, with some dev studios especially bad when it comes to frame pacing. XBOX is full of games released in 2019 with "locked" 30/60 fps, but jittery gameplay.
Things arent perfect even today, with some dev studios especially bad when it comes to frame pacing. XBOX is full of games released in 2019 with "locked" 30/60 fps, but jittery gameplay.