Sorry if I'm necroing a post, but: 1.) If Vsync isn't limiting "behind the scenes" engine, then why does the FPS (with possibly uneven frametimes) lock to your refresh rate, and GPU/CPU usage does in fact drop? 2.) Why doesn't the "fake" (aka DirectX's pre-render frames) Triple Buffer Vsync halve the FPS like DB Vsync does? A missing frame is a missing frame, no matter the number of buffers, no? 3.) If we could call Nvidia's FastSync "real" Triple Buffered Vsync, why does it not lock FPS like "fake" Triple Buffer Vsync does, since both of them, like DB Vsync, are actually working "behind the scenes"? 4.) Since DWM/Desktop Compositor has actually a real Triple buffer Vsync, why doesn't it operate like above mentioned FastSync? Run a Windowed Fullscreen and you will get locked to your refresh rate with it, why? 5.) Does DWM in Win7, besides adding input lag because of Vsync, add additional lag because it has to switch frames from the game to the DWM then to display? Did Win10's compositor improve upon this?