Earlier quoted context omitted.
> So you trade a frame of latency for lots of overdraw, which is a tradeoff I'm not really comfortable making. I would jump at the chance to make that trade. My 8 year old CPU is rarely taxed by normal usage. What's the point in having a faster computer if it feels slower?
Overdraw doesn't just use some CPU. If that would be all, it'd be an easy problem to solve. It causes extra data to be transferred over various buses, extra stops in a pipeline of operations that is already cramped trying to provide a frame every few ms, and probably other problems that I don't know about. This problem isn't as easy as 'throw some more CPU at it'.
For modern GUI frameworks that were designed for GPU, like MS WPF/XAML or Mozilla WebRender, overdraw just use some GPU resources, but that’s it. GPUs are designed for much more complex scenes. In-game stuff like particles, lights, volumetric effects, and foliage involve tons of overdraw. In comparison, a 2D GUI with overdraw is very light workload for the hardware.