To clarify in advance, I do NOT intend this as a slight at RTSS or some sort of "ignorant witchhunt", I'm just trying to report what I'm seeing occur in specific titles and get more information about why/how RTSS works. Please don't kill me If I'm wrong about anything here, I sincerely apologize and hope you lovely people will set me straight Thanks for your time. Of course I think RTSS is a wonderful tool and I appreciate the effort Unwinder has put into it over the years. Notably, this behavior did NOT occur for me in most games I tested. Importantly, in the games I saw this occur, when I switched over to the in-engine limiters, this issue disappeared, so it's not the end of the world or anything, but I am extremely confused how I could be getting micro-stuttering while the frametime graph is perfectly flat and no fps drops are occurring. This occurred for me in both Battlefield V in DX12 mode as well as the Master Chief Collection: Halo Reach PC port using RTSS to limit framerate to 60 fps. At first, I thought it must just be the game itself since I first saw this behavior occur in MCC Halo Reach when trying to cap to 141 with RTSS + ingame unlimited fps setting, but frequent stuttering also occurred when I set a 60 fps limit in that title using RTSS. In Battlefield V, at first I assumed it was just shader compilation, but I ran the same level several times with different limiters (RTSS + new Nvidia Limiter + in-engine) and only saw this occur with the RTSS limiter set to 60 (though "most" of the time, it was quite smooth -- only occasionally did I see "jitter"/small stutter here and there -- notably, the frametime graph was perfectly smooth hence my confusion). Notably, if that WAS shader compilation, the frametime graph shows that, but I was seeing this with a perfectly flat frametime graph -- this sorta makes me wonder what the frametime graph actually is measuring -- is it measuring when the CPU releases the frame to the GPU or is it measuring when the GPU releases the frame to the monitor? (or something else) I did some searching online and did come across this CompetitiveOverwatch thread where one commenter seems to be saying that RTSS "can" have animation jitter because of how it works despite delivering frames at an even pace -- I don't know if what he's saying is actually true, but what he's describing seems at glance to resemble what I'm seeing in the aforementioned titles: https://www.reddit.com/r/Competitiv...urce=share&utm_medium=ios_app&utm_name=iossmf > "So TL;DR for RTSS is: Measuring the frame times with RTSS just measures how accurately RTSS can introduce variable delay, and this variable delay introduces animation jitter." I have a G-Sync panel (1440p), a Ryzen 3900X, and a 2080 Super all at stock clocks if it's relevant.