Hi there guys, I've read online and here in the forums that the way FPS limiters generally break down is: 1) In-Game / In-Engine limiters -- these tend to be "Best" if available -- at least with respect to input lag, but their frame pacing can be a bit wonky and it can vary per game as I understand it. 2) Rivatuner (RTSS) -- this tends to have good framepacing and less input lag than the Nvidia Inspector FPS Limiter, though more input lag when compared with the in-engine / in-game limiters (usually). I'd heard previously that RTSS does not allow the CPU to prerender frames while it is engaged and you are reaching the set FPS cap. This may go some way to explaining why it has lower input lag when compared to the Nvidia Inspector limiter and that's primarily what I'm inquiring about here in this thread. 3) Nvidia Inspector FPS limiter ("Default" or V1 -- I'm uncertain of the differences between the two, but I expect overall "Default" is the preferred/recommended option due to it being the default -- correct me if I'm wrong there, I'd love to learn more about the difference between the two and how they work). From what I've read, this limiter usually has more input lag when compared with RTSS and in-game limiters, but -- does the Nvidia Inspector FPS Limiter allow the user's "Max Pre Rendered Frames" setting to be used? / Does it allow the CPU to prerender frames as it would be permitted to do as if the framerate was uncapped? For example, if the user has a MPRF (flip queue) setting of 3 forced in the driver and they cap their FPS with RTSS, my understanding (which could be wrong so correct me if that's the case) is that while reaching the set fps cap (while RTSS's fps limit is engaged), the CPU will be prevented from preparing more frames. Is this also the case with the Nvidia Inspector FPS limiter(s)? If not -- if NI's limiter does allow the CPU to prerender frames than this could be a pro and a con as well as go someway towards explaining why the limiter usually has more input lag when its been tested in the past. The reason why this matters is that I often see a small "stutter" on my setup whenever RTSS dips beneath its set framerate limit -- for example, if I cap at 141 in DOOM 2016, then my fps wavers in a heavy encounter and my fps dips to 137, then I often seem to get a small hitch or stutter. This does not seem to occur if I "uncap" my fps and do not set a limit nor does it seem to occur if I use the Nvidia Inspector FPS limiter so (where my MPRF value is currently set to 2) -- going off the above, my best "guess" then is that this is because the Nvidia Inspector Limiter lets the CPU prerender frames as set in the user's control panel to help mitigate stutters like these, but I'm speculating (will do more tests). Now, of course I could be way off on all this, but I wanted to ask because this seems like a fairly important distinction between the limiters depending on what the answer to this is. Thank you for your help and time, I appreciate it.