Initial feedback on the d3d pipeline indicates that we need to improve
the way we handle on-screen rendering.
For application rendering to the screen (without a back-buffer)
100ms update time is too slow.
Also, some apps use BufferedImages as back-buffers. They also
suffer from 100ms delay because we only force onscreen updates
on VI-> screen copes.
See this thread for more:
We have determined that it is sufficient to just run update
thread after any blit to the screen, there is no benefit in
increasing the update rate since most applications which
require specific frame rate are double-buffered (either
with BufferedImage or VolatileImage).
We can revise this decision if there are issues.
We should at least decrease the update rate to 50ms and
force the updates on BI->screen copies.
We can also devise some adaptive mechanism for when there's
lots of on-screen rendering.