OK, so it looks like something was up with my PC yesterday. For whatever reason, things are a bit better today - maybe Fusion, Steam and/or Windows just needed a restart. I'm not noticing the terrible stuttering during the profiler, and the FPS is not locked at 60fps.
Originally Posted by Yves
But, there's still framerate locking happening. If I run my game with Framerate set to 999 in properties (or a new MFA, which I've attached, so you can see my settings) in DX9, then I get unlocked framerate (in the case of my game, ~250-~500; in the case of the new MFA, ~999).
But if I run in DX11 mode, my framerate is capped at, or near, the Hz of my monitor. At my monitor's normal setting of 144Hz, I get ~140fps (in both game and new MFA). If I force my monitor to 60Hz, I get ~60fps (also in both). (why I was getting 60fps yesterday I don't know, because I'm pretty sure my monitor was set to 144 then). Please note that I'm using FRAPS to measure framerate - I've always found that much more reliable than Fusion's internal monitor. Also, note that I'm testing in windowed mode in all cases.
Visually, DX11 seems to have a little more microstutter than DX9. I'm pretty sure of this, but it's just based on a quick subjective observation, so take it with a grain of salt.
While I was doing all this, I noticed another thing which is maybe a bug: sending text to the debugger continues to consume a lot of resources, even when the debugger is closed. This single action.......(by the way I just copied and pasted an event from Fusion for the first time - awesome feature!).....
....plummets the framerate of the new near-empty MFA from 1000 to ~380, even when the debugger is collapsed with the - button, or even closed with the X button.
Special : Send Str$(FrameRate) to output window