I think you're missing the point. The game could be processing input and doing a state update at 1000Hz, while still rendering a mere 60fps. There doesn't have to be any correlation whatsoever between frame rate and input processing. Furthermore, this would actually have less latency because there won't be a pipeline of frame buffers being worked on.
Tying the input loop to the render loop is a totally arbitrary decision that the game industry is needlessly perpetuating.
Tying the input loop to the render loop is a totally arbitrary decision that the game industry is needlessly perpetuating.