Hi there guys, I was recently playing through Ryse Son of Rome since it's on a 4 buck Steam sale at the moment and noticed some really bizarre and unexpected behavior when tinkering with RTSS, the flip queue, and the various in-game fps limiting options. For some context, I have a 3900X and 2080S at stock clocks on the latest build of windows and with the latest stable Nvidia drivers. 1) So, by default and the first thing I tried was Low-Lag modes OFF (the default) + the in-game option of NOT to cap fps internally. RTSS cap was placed at 141 since I have a 144 hz 1440p monitor with G-Sync. In this case, the game capped itself to 63 fps internally and I got random stuttering pretty frequently even when maintaining that fps cap. 2) Low-Lag modes OFF (the default) + the in-game option to go ahead and cap fps (limits the game to 31 fps internally). Here, I still noticed frequent microstuttering. 3) Low-Lag modes OFF + the in-game option to cap fps OFF (so it would be capping at 63) THEN I applied a Rivatuner cap of 30-50 fps. In each case the game still microstuttered. 4) Low-Lag mode set to Ultra with the in-game option to limit fps turned OFF (so, normally this would limit the game to 63 fps based on my tests). This is where stuff gets weird -- now, the game was suddenly totally uncapped -- it reached the cap of 138 imposed by Nvidia on 144 hz G-Sync monitors when Low-Lag mode is set to Ultra in fact. Now, the game did stutter, but ONLY when a genuinely FPS drop occurred (which was still quite frequent with uncapped FPS since you run into CPU bottlenecks I presume). 5) Low-Lag mode set to Ultra with an RTSS cap of 30 or 60 -- now the previous microstuttering was completely resolved. My big question here is "Why?"? I had thought stuttering often came from CPU bottlenecks where the flip queue/default prerender settings were intended to HELP the CPU out and keep your game more GPU limited. I'd also read in a reddit thread in the earlier days of the Ultra low lag mode that certain games stuttered worse with it (though much of that was anecdotal/on reddit which often does get things wrong in my experience). Anyway, am I missing something? This is not at all what I expected to happen, but it seems reproducible. Anyway, just wondered if anyone else out there could explain why prerendering frames could be causing stuttering or if I'm misinterpreting what's happening here. Thanks for your time, EDIT: This also happens for me locally in Crysis 3 -- framepacing goes nuts when I leave prerender at default but everything smooths out significantly as soon as I switch ULLM to Ultra/enabled. Really bizarre.