One line of setup: what one missed deadline is worth, carried through from a stated premise.
Refresh 90Hz -> deadline = 1000/90 = 11.1ms
A frame that takes 20ms misses one deadline, so the pose baked
into the presented image is about 20ms old rather than about 11ms.
Premise: the head is yawing at 100 degrees per second
pose error = 0.100 deg/ms x 20ms = 2.0 degrees
Premise: 100 degrees of horizontal field across a 2000-pixel eye buffer
20 pixels per degree -> 2.0 degrees = about 40 pixels of slip
What the user is shown:
frame n on time world stable
frame n+1 late world slides ~40 px against the room
frame n+2 on time world snaps back to where the room says it is
The two premises are stated rather than measured, and that is the point of writing it out: whatever numbers you substitute, the slip scales linearly with how stale the pose is, so a doubling of frame time doubles the visible error. Nothing about the scene's content appears in the arithmetic at all.
A strong answer starts with what a late frame does. The renderer commits to a predicted head pose, so a frame that arrives late is presented for a pose that has expired; the head kept turning and the image did not, so the world slides relative to the room and then snaps back. The inner ear reports one magnitude of rotation and the eyes report a smaller one, and sustained disagreement between those channels produces nausea, sweating and headache. That is a bodily response, not a visual complaint, which is why there is no acceptable slightly-lower frame rate the way there is an acceptable slightly-lower texture resolution.
The answer then draws the consequences, and this is where candidates separate. Because misses cause the harm, the metric is deadline misses and frame-time variance rather than average frame rate. Because the variance is what hurts, the first targets are spikes — shader compilation on first sight, asset streaming, garbage collection — before steady-state shader cost. Because you cannot fail gracefully on timing, you build a lever that fails gracefully on something else instead, which is dynamic render scale trading sharpness for schedule. And because reprojection only corrects head orientation, it is a safety net rather than headroom, since a reprojected frame still shows lagging hands and stuttering animation.
A weak answer substitutes a target number for the mechanism: it names a refresh rate, asserts that dropping below it is bad, and offers a list of generic optimisations. It usually also treats reprojection as making misses acceptable, which inverts the relationship, and it reaches for average frame rate as the measure — the one metric that hides the frames doing the damage.