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Document that NVIDIA (and John Carmack) already standardized what I
termed 'predictive bypass'. Although I failed to discover it before
now.

Approved by mir-ci-bot, Alexandros Frantzis.

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     * scene too early results in up to one whole frame of extra lag if
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     * rendering is fast or skipped altogether (bypass/overlays). But sampling
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     * too late and we might miss the deadline. If unsure just return zero.
 
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     *
 
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     * This is equivalent to:
 
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     * https://www.opengl.org/registry/specs/NV/glx_delay_before_swap.txt
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     */
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    virtual std::chrono::milliseconds recommended_sleep() const = 0;
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