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A stutter 2/3 of a frame long means there's a 2/3 chance that you'll draw a frame that doesn't match the current finger position, followed by a frame that catches up more than it should have had to.

The ~40ms input lag shown by most desktop IPS LCD monitors is noticeable even though it falls below the reaction time. On a touch display, it should be even easier to notice input lag, because you can see your finger moving and the screen around it not keeping up. 10ms sensor lag may be below the threshold of perception for circumstances like this, but probably not by much. If you add even a few milliseconds of processing lag after your app receives the touch event, you'll be behind by a frame.




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