1.) What exactly is “v- sync back pressure lag”? If it can be interpreted as a container that is gradually filled with excess frames (from what I understood), I’m curious—Is the ‘size’ of this container dependent on the game/application or is it something more universal? Perhaps dependent on the rig/PC? I’m assuming the ‘bigger’ this container is, the longer the potential lag could be? If this is the case, I’d assume The Witcher 3 has a very large ‘container’ as the input lag there is downright atrocious when I’m running uncapped. 2.) Another thing is, does pre-rendered frame limit have any bearing on this? For example, in Nvidia’s Control Panel, there’s the Low Latency Mode, which has three options. Off, On, and Ultra. From what I can understand, Off lets the game queue frames freely, On is set at 1 (which is what is recommended when using the low-latency vsync trick), and then Ultra, which from my understanding is 0. Does setting this to ‘Ultra’ then help in making sure that there’ll never be a ‘vsync back pressure lag’? 3.) How does MPRF = 0 differ from setting one's frame rate cap below their monitor's refresh rate?