The part of the game that typically takes the longest is the display loop portion. Manipulating bitmaps and images, 2D drawing, getting those bitmaps and pasting them over the main screen. (something you might do to put together a HUD) All of those things take up a lot of processing time.
It's cool to be able to show that a game can run 1,000 FPS, but it's just not necessary, and is a waste of processing power. Movies shown in the theater run at 24 FPS. (at least the ones still shown on film do..) Many games look fine at 30 FPS, most people seem to aim for 60 FPS. Which is fine, as long as performance doesn't suffer for the extra effort to draw everything that fast. (60 FPS = Drawing the screen every 16.667 milliseconds)
So what I'm doing here isn't the Display Loop running at 1/4 the speed of the Game Loop. The Display Loop is running at the desired speed, and the Game Loop is free to run faster if it can. That's where you get the performance improvement, adjusting the speed of the Game Loop so the Display Loop can maintain the desired speed. You just have to make sure the Game Loop always updates as fast as the Display Loop, never slower.
In the end this seems to make movement smoother, allows networking in multiplayer games more processing time, catches keyboard input more reliably, and if done properly it adjusts dynamically to allow the Display Loop to remain at a consistent speed.
This really showed it's power when I modified my server app to run at 5 FPS, but let the Game Loop run flat out so it could handle a lot more networking traffic. The server only displays the number of currently logged in players, the game date/time, and status updates. It's all plain text, there's no 3D involved at all, so 5 FPS is a perfectly acceptable framerate for that. The Game Loop, when no one is on the server runs at just under 20,000 loops per second. That drops 100 or so when 2-3 people log in.
This is how I plan to use DBPro to run a game server that can handle 500 players simultaneously, maybe more. We'll have to see how it goes when we get closer to that number.