I said "Almost realtime" ...
And its not like motors have to respond to 1ms direction change. Let me give you an example:
Almost any kind of motor has some delay to react and accelerate to full speed that can be from 10ms to 100ms or even more in some cases.
Now if you have a 10ms delay in reaction time from the controller it will add up to the delay of the reaction of the motor exponentially. Here are some calculations:
10ms * 10ms = 100ms total delay
10ms * 100ms = 1sec total delay
10ms * 200ms = 2sec delay!!!
This will also introduce huge stepping in the position feedback of the motor since it will not react in time for accurate positioning, PID will need larger values and slow slew rate to avoid overshooting.
With 1ms delays things are alot better in terms of transferring the introduced delay to the already delayed reaction time of the motor.
1ms * 10ms = 10ms delay....
So to be more specific, while the first controller with 10ms delay provided only 1 position or speed setting during the 10ms delay of the motor, the 1ms controller already delivered 10 possible positions that could perform micro-fine adjustments to the acceleration speed or even command reverse direction if needed before the motor starts its wasted cycle.

Riemann_sum_convergence.png (65.75 KiB) Viewed 5937 times
- Less delay, more samples, fine adjustments!
I also have to mention here that the motion data coming from PC games are almost in realtime, why should we introduce more delay in between? We need to process this positions and transfer them to the motors as fast its possible. Have you even played with a force-feedback steering wheel with 100ms or 10ms delay? Did it feel ok? No??
Thanos