Does that mean if you try to update too many things it will simply... not update them in order to maintain 60fps? That does not seem ideal.
In this particular example, a bunch of random objects updated every frame, will that result in a "spiral of death"? Meaning every frame M transform requests are made. But it will only process N (where N < M) requests. Or does it drop parts of the queue if it didn't process a transform before receiving a second update for the same transform?
Is updating 2000 boxes per second really considered an "impossible" amount to update? That seems like a shockingly small number.
Edit: I don’t understand the downvotes. My question on understanding behavior is perfectly reasonable. I don’t understand how this new technology works. What is it doing under the hood?