Hi guys! Been researching into this issue a bit and have seen tons of issues with Android in relation to this kinda thing but unfortunately I'm experiencing this during Windows builds. Breakdown of my problem: I have an issue where no matter what values I set QualitySettings.vSyncCount to, and what I set Application.targetFrameRate to, when building the game and running it the framerate always returns to whatever vsync would have it as. Things I've tried: - Setting QualitySettings.vSyncCount to 0 (and making sure it stays at zero during runtime which it does) - Setting Application.targetFrameRate to a value that's different from the vsync target framerate (and making sure it stays at that during runtime which it does) - Going into quality settings and setting VSync Count to "Don't Sync" Strangely enough, it only becomes an issue when the project is built, in the editor it works perfectly. Quality settings: Is there anything I'm missing that could be forcing my target framerate?