I'm not sure I understand your point correctly, but whatever.
VPS is the amount of frame render requests sent by the CPU per (host) second. FPS is the amount of frames actually processed by the GPU per (host) second.
VPS = FPS means that the GPU can easily keep up with the amount of frame render requests sent by the CPU, i.e. you're CPU bound in this case
VPS > FPS means that the GPU can't process the amount of frame render request sent by the CPU, i.e. you're GPU-thread bound (a faster GPU will help here but is not a panacea because the GPU thread is also a fair bit CPU dependent)
VPS < FPS would mean the GPU processes more frames than request. Where should these frames come from, though? You can't just magically create data from nowhere.
Dunno if that kinda answered your question, your point seemed like you wanted to have sth like the third case.
EDIT: To elaborate a bit more on the second case: Like skid said, the game code takes care of this case and what most console games end up doing is "slow-motion". It would technically be possible to make the game logic dependent on the frame rate, but console games usually run at full FPS anyway so they're hardcoded for a fixed frame rate.
VPS is the amount of frame render requests sent by the CPU per (host) second. FPS is the amount of frames actually processed by the GPU per (host) second.
VPS = FPS means that the GPU can easily keep up with the amount of frame render requests sent by the CPU, i.e. you're CPU bound in this case
VPS > FPS means that the GPU can't process the amount of frame render request sent by the CPU, i.e. you're GPU-thread bound (a faster GPU will help here but is not a panacea because the GPU thread is also a fair bit CPU dependent)
VPS < FPS would mean the GPU processes more frames than request. Where should these frames come from, though? You can't just magically create data from nowhere.
Dunno if that kinda answered your question, your point seemed like you wanted to have sth like the third case.
EDIT: To elaborate a bit more on the second case: Like skid said, the game code takes care of this case and what most console games end up doing is "slow-motion". It would technically be possible to make the game logic dependent on the frame rate, but console games usually run at full FPS anyway so they're hardcoded for a fixed frame rate.
