@octothorpe:
First off let me answer your 'I don't follow' with 'Vsyncing or not' isn't accurate in your argument. If I vsync, then I could be running at 50 fps, or 65, depending on how my app syncs to the screen vsync (and thus, a wasted 16ms of the system sitting there waiting for the vsync, 16 ms i can't use). So it can be a very speratic 60 fps if I leave vsync on. Turning it off lets me use a guaranteed 16 ms every frame. 16 ms is alot of time with the systems I have been developing (particle systems, tree systems, cloud systems, etc). When I combine worst case with each system i get about 8 ms of time I need to account for (all systems together take about 8ms to process per frame).
True, every ms counts, however you must realize that there are some things that just take time. If the system is completely maxed out (beefed it up to 1000 cloud particles) and it is only costing me 2ms, then so be it....
When it comes to 1000 alphaed cloud particles I have to worry about flip times and fill rates before I have to worry about a 2ms sort and re-order of the zorder of the quads.
2ms in this case is completely acceptable and far better than I had hoped (was expecting around 40 ms, in which case would have thrown the whole project on the back burner till I figured out a better method).
That said, premature optimization is the root of all evil.
I am not sure I follow...