So, how clever are current games at determining what now() to sample, render and present to the user?
Obviously, just smoothing out the display rate could just exacerbate issues if the display time of a frame is shifted from the game time. While on the other hand, wildly varying frame times would exacerbate stuttering if the game world runs at a (fixed or) smoothed interval.
IIRC, there was a discussion about this early this year, and some (Nvidia?) quotes from TR back then seemed to indicate that both cases would have to be accounted for.