There seems to be a lot of misinformation in here about framerates. It sounds like a lot of people are thinking that you'd double the internal gamelogic to run at 70Hz or something. I know I've seen the idea floated about, but personally, the better approach would be to keep that ticking at 35Hz, and instead decouple the renderer calls from the gamelogic. That way, the renderer would pump out as many frames as your monitor can support (whether it's a bog-standard 60Hz monitor or a high-end 165Hz monitor), with an option to cap the framerate back to 35Hz for people who prefer it the old way.
Think of ZDoom, or PRBoom, or similar Doom source ports. They don't magically run twice as fast when the framerate is uncapped, because the internal logic is still running at 35Hz; they just linear-interpolate ("lerp") the positioning of things or sector heights in-between tics, resulting in a smoother feel. PRBoom, in particular, can produce and play back demos that are 100% compatible with the original vanilla EXE, even though that renderer is permanently capped at 35FPS.
Though, I should probably note here that I haven't really paid attention to 2.2's development, nor have I been a particularly active participant on the dev team in over a year. I'm not sure this feature is actually in 2.2 (and I'd advise assuming it's not, until somebody else says it is). I'm mostly basing these comments on the public demos Furyhunter put out a few years ago. IIRC it broke the netcode (because of course it did), which is why I'm skeptical about its inclusion officially.