Hypothesis: In FFRend's parallel-processing frame pipeline, the render thread should run at a higher priority than plugin threads. The reason is that the pipeline uses a "pull" model, and the renderer is the puller. So if the frame rate timer is signaled and there's a frame in the renderer's queue, no good can come from deferring the render in favor of creating additional frame backlog further up the pipeline.
In practice this would only matter in the case where the engine is loaded heavily enough for there to be competition over CPU cores, but not so heavily that the renderer is unable to keep up with the frame rate timer.
Boosting the render thread's priority wouldn't improve throughput, because the engine is either keeping up with the frame rate or not, and by definition we're only interested in the case where it's keeping up. What it might do is reduce latency and jitter.
If in fact the renderer sometimes remains blocked even though its frame rate timer is signaled and there's a queued frame to ready to be rendered, in that instance the frame is displayed after its due time. Thus instead of the interval between frames being constant or nearly so, frames would be varying between being bunched together or spread out in time, even though on average the system is keeping up. This is the essence of jitter.
Jitter could be a more serious problem in DirectDraw Exclusive mode, because in this case the renderer is synchronizing to the vertical retrace, not just to a timer. The render thread is basically sitting in a polling loop somewhere in DirectX or the graphics driver, repeatedly asking the hardware if the retrace has started, and burning CPU the whole while. Not pretty but that's how it works. The question is, can the render thread be preempted by a plugin at that moment? If so we'll almost certainly miss the start of the vertical retrace, in which case DirectDraw will force the render thread to wait until the next one, i.e. the render will be delayed by an entire frame. It's possible that the vertical retrace wait is privileged code and therefore can't be preempted by an ordinary application thread. I sure wish I had better documentation. DirectX is shrouded in mystery.
But in Cooperative (windowed) mode case the problem is more straightforward. It's easy enough to characterize the current jitter, by sampling the CPU's performance counter in the renderer, storing the samples in a memory buffer, and calculating their deviation afterwards. If there is significant jitter, and boosting the renderer's priority lessens it appreciably, it's a win.
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