Fun article, neat trick with lock fences. Distributed systems are cool, but easy to build wrong and impossible to fix after the fact.
I think multithreading is effectively a distributed system. Is GPU rendering one too? I've tried reducing Dolphin Emulator's latency with vsync on, and run into a wall trying to understand GPU frame fences, the relative timings of CPU operations and GPU polygon rendering on Wii vs. PC GPUs, and the occupied length of the swapchain.