Reminds me of common practises in game engines.
No one understands the issues associated with smooth fast rendering better than serious game devs. Instead most game devs learn to jump through fiery hoops to get around OS issues.
This delta can be greater than the rate at which you present images. For example, most game engines take 30ms to read input and simulate on a thread, then take 30ms to renders on another thread while the next frame is simulated. This means that they present something every 30ms, but the delay between input and rendering is 60ms. This delay can be up to 100ms and not be noticed by players.