Use compositor to count the number of times a client commits to a buffer in a given timespan to calculate the framerate of a game to push the graphics up beyond what the hardware can normally handle by itself. Do this on lets say two devices to the point where the framerate would be unplayable. Then synchronize the frames over the network and paint onto a single canvas(monitor/tv). This would be a hardware agnostic approach to distributing the processing for the game in question.
I'm not sure what you're describing here. It doesn't sounds like a bug in wayland or weston, so I'll close this. If you're proposing a new feature, the best approach is to describe the idea on the mailing list, and prototype the functionality.
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