And introduce insane amounts of lag? Yuck.
Actually if done at an engine level you could effectively be reducing input lag, here's the only known example I have for someone investigating this tech: http://www.eurogamer.net/articles/digitalfoundry-force-unleashed-60fps-tech-article
You'd think that this technique would cause lag, but as the interpolated image is being generated using elements from the next "real" frame, it actually reduces latency
It's pretty interesting, it's not as good as 60fps and the current versions all suffer from some fairly severe visual glitches (That are worsened if your framerate is unstable) but there is possibility here.
Would love to investigate it for a future game, something that doesn't demand the true responsive benefits of 60fps but will benefit from a smoother visual presentation.