Hmm... Houston, we have a problem....

Its called VSync I added a bit of code to flash a white screen every time a game cycle ran over its target time to get the magic 50 frames/second... Things flashed a lot... So I set no deadline and watched. In THEORY, every cycle would render later than 0ms and it would be pure white... But no difference happened. So I looked at the FPS counter. Rock solid 60FPS, 30% core utilization -_-. in other words, VSYNC is holding everything up. This is problematic indeed.