The traditional way to solve this is with v-sync, which works great on realtime systems like game consoles, but on multitasking operating systems, it's rather difficult to synchronize an application perfectly to the display's refresh rate. As such, every graphics card I've ever used adds a frame or two of buffer when v-sync is enabled, resulting in a buttery-smooth but very noticeably laggy display. It doesn't matter how intensive a scene you are rendering, either: I was playing a Quake source port the other day, a game released over 17 years ago, and even that was unplayable for me with v-sync enabled.
I'm very excited for this technology, because allowing programs to control both the frequency and phase of display updates has the potential to eliminate the vast majority of display artifacts I've experienced.
If you still don't think I'm being serious about the timing stuff, consider that some folks still keep around old machines running DOS for real-time communication with microcontrollers.
Another way of putting it -- you can crank up graphics settings so that you don't need to stay way above 120 just to maintain a minimum 120, because dipping to 90 for a second no longer produce a huge drop in quality.