I'm currently using SDL contrary to specification and collecting events "asynchronously" on the main thread and rendering with OpenGL (vsync) in another thread. It seems to work fine. It may be internally that SDL is still blocking input collection on vsync, but it allows me to decouple input from rendering at least code-wise. Assuming input really is asynchronous, are SDL timestamps good enough to be used in a case such as this?:
or should I be doing my own time-stamping?