It depends.
In general “as fast as possible” is the goal. Also there are special circumstances that apply in many games but not in the situation you described. Competitive gaming often will take steps to get a millisecond advantage, even a sub-millisecond advantage; high frequency monitors updating at 120 Hz or even 240 Hz, disabling vsync because they'd rather have tearing rather than wait for a frame. VR hedsets want to go as fast as the displays to minimize disorientation, which can mean 72 Hz, 90 Hz, 120 Hz, 144 Hz, whatever matches, and missing it can be jarring.
But you're not in those.
For simple text, you've got about 200 ms before things get jarring.
As a generalization, regular display updates (either every refresh or every alternate refresh) is the least noticeable. But every system can have it's own refresh rate. 60 Hz is common because of old television standards and is a common, minimum standard for displays. So 60 Hz and 30 Hz follow as frequently used targets.
For many games 30 Hz or about 33 ms per frame is tolerable, on many (but not all!) displays that's every other refresh. It gets trickier with displays at different frequencies than 60 Hz, like 59 Hz or 70 Hz or 75 Hz, where a 30 Hz update isn't every other refresh but instead 2-2-3 or similar. Often the irregularity is more visible to players, not the lower rate.