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by bullen 1625 days ago
Pipelined rendering increases motion-to-photon latency.
3 comments

It can, but with care you can largely resolve this. And you can always disable pipelining if the performance benefits aren't worth it to you. Unity has a great article on this topic here: https://blog.unity.com/technology/fixing-time-deltatime-in-u...
Do you mind explaining why? Near as I can tell it should be the same unless you were already maxing out your CPU to run the game.
Instead of doing all operations required to render the gamestate in a single frame you spread them in parts across multiple frames. This means that the output represents the state of the game some number of frames ago, increasing the time between your control inputs and what you see changing on screen.
This kind of pipelining is really about efficiency. Without it, either only the game logic is busy (utilizing just the CPU, most often) or the renderer is busy (utilizing both CPU and GPU). By starting next frames game logic sooner (concurrently with current frames rendering), one can keep a steadier load on both CPU and GPU with less idle time.
I don't believe that multi frame processing is a required part of a pipelines render.

It just means the render stages are customizable, therefore is more flexible. See Unity as an example.

yes, you desperately want low latency, but also desperately want high throughput. such is life.