Hmm. Yes and no. Not sure which analogy to use. Let's try this: a standard SA building site. Guy at the top of scaffolding is a bricklayer (monitor). There's a guy a metre below him passing him the bricks (GPU). If the guy passing the bricks is slow, the guy laying them has to constantly wait for the next brick (FPS drop). If the guy passing the bricks is working at the same speed as the guy on the scaffolding can lay them, it's synced. If the guy passes the bricks faster than the other guy can lay them, though, it's not ideal, because the bricklayer can only take another brick and lay it as fast as his human reactions allow him to, so the guy below is now waiting with a bunch of bricks in his arms until the other guy has caught up. There's no visible delay, and the process still is as smooth and fluid, if not smoother, than when it was synced, because there's always a constant supply of bricks, and the bricklayer keeps building the wall at a constant rate without breaking a sweat.