So, to clarify my comments, monitor refresh rate is constant - it doesn't vary with load. Scene generation is the thing that loads the CPU, so if there is too much to do and the CPU can't keep up, the game scene rate will lower (that's game frame rate, which is NOT monitor refresh rate).
OK, now jitter, for us, is caused by the monitor refresh occurring non-coincident with scene change, so something changes in the game but we don't see it until the next monitor refresh. That time could be 8ms @60Hz and that's our range of jitter in when the scene change will be apparent to us due to monitor refresh.
In practice, jitter is caused by unexpected delay in scene generation, typically because of storage I/O. That scene will be eventually displayed, but much delayed from the point in time it was supposed to represent. The study I linked to shows that even at 50ms (one twentieth of a second), the smallest jitter they tested, such a jitter affects the player results.
(Why didn't they test smaller jitter? I'd say because it would have been very hard, because they used a game for the study. If zero-jitter games were possible, that's what we'd have, right?)
If we look at the rendering pipeline, each scene represents the game state at some time in the past, unless the physics engine uses a predictor/estimator to estimate the real-world duration from the moment the previous frame became visible, to the moment the frame being drawn becomes visible; I do not believe any widely-used physics engines do this, since they tend to rely on fixed-duration game time steps for simplicity. If there are no unexpected delays and the scene can be rendered within one frame, the expected jitter
from the frame update along is about half a frame, so about 8 ms at 60 Hz update rate. Almost all games use double or triple buffering, where the scene is rendered to an unseen canvas, and the displayed canvas switched at the next refresh interval. This is also used when playing video without tearing. This adds latency, but not jitter.
Current computers and gaming consoles are complex machines, and completely predictable timing is no longer possible. Although individual events are so short their effects to timing are insignificant, they often cause cascades that can lead to unexpected delays in scene generation. I'm most familiar with Linux system, and there, storage I/O (disks, network) tends to be the main cause for these. These random events cause any measured timing to have so much noise, that it is very hard for a predictor/estimator engine to yield a reliable estimate, probably explaining why such are not used in practice.
In games, scene changes (like rounding a corner that reveals new scenery) are also a cause for additional jitter, although there are various ways to mitigate that -- basically, preloading things in staggered order, so that there are no sudden scene changes, only incremental ones.
It is, in my opinion, silly to worry about that 8 ms, when there are larger factors in play. Just like I claim that when creating videos, maximizing the camera resolution is not sensible, and that one needs to consider the whole situation and the effects each choice can have; including the content to be videoed.
I agree that things small enough not to matter do, often, have an effect
No, my point is completely different: I'm saying you are concentrating on the wrong issues; that in reality, other things have larger effects.
First, that human reaction time is not involved, because this is about a different part of the visual perception part of the brain; something in the brain architecture, if you will.
Second, that issues with jitter in practice are not due to the display frame rate, but due to unexpected delays in scene generation.
If we were to look at why some players prefer high frame rates, I'd say that it has more to do with that motion anticipation part of the human brain working better with more frames per second, and nothing to do with how many frames per second they can perceive. Perhaps the extra information mitigates the effects of the unavoidable jitter? Or perhaps it is completely psychological, a placebo effect? I don't know. I do know that motion anticipation and tracking occurs in a separate part of the brain than reaction, so I'd say it is
plausible, but I'm definitely not sure.