The compositor is evil - https://news.ycombinator.com/item?id=24466929 - Sept 2020 (175 comments)
Edit: I noticed that the thread about the previous article also mentions Overwatch, although only its audio. Curiously, it doesn't mention the huge audio latency (around 150ms) Overwatch has. It even got some comments from top Quake (I think) players at the time. They might have fixed it since then, I haven't played much in the last few years.
Somewhat related, but more to do with motion blur: If one has more control over the hardware, it might be interesting to take a look at emulating arcade style beam racing. Blurbusters has some articles and threads about this. ZisWorks used to sell a prototype display that had a strobing backlight with progressive refresh -- the display would refresh with the backlight off, then, once a quarter of the frame was displayed, the backlight in that quarter of the display would turn on briefly.
Black frame insertion is another interesting technique, used with console emulators and high refresh rate displays. This is also used in Sharp's flagship phones -- the ones that supposedly have 240Hz refresh rates, it's actually just 120Hz with black frame insertion.
[0] I believe Noita (a falling sand type game) parallelizes the falling sand update loop by breaking the screen up into different regions with "dirty" rects and splitting that work out amongst multiple threads.
There's also a lot of interest in ECS engines that can parallelize the work, for example Bevy tries to make parallelism easy.
I think this document describes it: https://developer.apple.com/library/archive/documentation/Gr...
These sorts of improvements were interesting in an era of casual gaming on 4 core laptops, but when laptops start having 16 cores this is not so interesting.
One question I have is whether this new API supports smooth resizes, or if that's still broken by design.
Unity, which is the most popular game engine for mobile, is using triple buffering by default.