Flip True will use much more CPU usage than you think!
Well, how do you know what I think? My watch isn't using 10%, but a max of 2% in the taskmanager, most of the time it shows 0% tho. Testing it with Sysinternals Process Explorer shows a max of 1.54% (on a 1.6GHz single core cpu BTW). And all this with Flip true. With Flip false both tools show zero most of the time, but the app consumes up to 6% cpu when you move the window, or move an other window on top of it, so windows has to restore rectangular parts of the desktop.
Flip true (assuming Flip uses 60Hz) is going to take a max of 16.667 ms. This is 1.67 percent IF it is called only once a second.
I totally agree with you, Flip true is wasting CPU cycles.
A loop like this:
while not keyhit(1)
flip
wend
consumes up to 98% !
Vwait:Flip 0 would be a substitute.
But there is a problem with Vwait: on some Laptops and LCD screens it won't wait at all, but completely ignore the command (Vsync seems to be set all the time).
Since Vsync is required to properly Flip the buffers, we probably have to determine if Vwait works at all (measuring the elapsed time between two VWaits) and then, in the worst case when Vwait is ignored, simply use a "Delay rest-of-frametime" as a substitute for Vwait or Flip true.
In the real world it isn't such a desaster when Vwait doesn't work since a fullfledged game usually won't run with hundreds of frames per second in full speed (assuming controls etc. are delta-adjusting). It may become a problem when the game runs too fast, so you'll have parts of multiple frames on the screen.