I've seen it mentioned in a couple different threads over time that the control panel triple buffer v-sync doesn't work for Vulkan and DX12 games. So, to clarify, in the control panel we have a couple different kinds of V-Sync available: 1) traditional double buffering 2) linear triple buffering 3) "true" triple buffering as it's sometimes called (fast sync -- this one has discarded frames/shows most recent) 4) adaptive v-sync which toggles off v-sync under the target My question is for #2 -- I'm not a fan of fast sync personally since it results in a lot of visible "jitter"/has a sort of microstuttery look to it i'm not fond of (though of course latency is low). For Adaptive v-sync you still have tearing below target and it also doesn't appear to work with the "low lag v-sync trick" from blurbusters where you cap fps to exact refresh (or refresh - 0.01) since this results in v-sync toggling itself off in my tests (unless you set your fps cap close to a whole frame above exact refresh). This leaves us with traditional double buffering and linear triple buffering -- triple buffering does appear to work in conjunction with the low lag v-sync trick and seems to handle drops below the target more elegantly than does double buffering. Is it true that triple buffering doesn't work with DX12/Vulkan games though? If so, then why do all the others work when forced via the driver (double buffering and fast sync and adaptive)? Thanks!