We're trying to do some performance comparisons between different techniques, but having no luck, because our frame rate (on Windows) appears to be pinned at 60 fps no matter what we do. vSync is set to "Don't Sync" Application.targetFrameRate is -1 NVIDIA control panel set to switch off vsync scene, by this point, is completely empty except for the camera and our FPS counter problem occurs both in a built app and in the editor One possible wrinkle: Our project is using an evil asset called Lighting Box 2, which insinuates itself into every scene and is impossible to completely get rid of. It adds a big stack of post processing effects to the camera, though I currently have them turned off — but this is a very confusing and poorly-written asset that is always doing things behind your back, so who knows? If it's possible for such an asset to screw with things, it's probably doing it. Unfortunately we apparently need that thing in this project, and it's not possible to have it in the project at all and not have it mucking with your scene. I'm almost to rip it out and just rely on version control to restore the project after the test. But before I go that far... are there any other known ways a Unity app could be throttled to 60 fps, if it's not vSync or targetFrameRate? EDIT: I actually did rip out Lighting Box 2, and removed all the junk it added to the main camera. Still clocking exactly 60.4 fps. What in the world could be going on?