Borderless/Windowed Mode is broken (Not Respecting DWM Triple-Buffering)
Bug: even with the "enable v-sync" flag deselected, the game appears to impose its own buffer swap chain on top of DWM's frame handler.
Expected behavior: in Windowed/Borderless mode, drawn frames should be presented to DWM directly.
This appears to be a symptom of lazy coding where the game always treats the output as a physical display, and unconditionally imposes its own buffer swap chain.
In effect, if you have the game running in Windowed/Borderless mode, rendered frames would be going through three redundant layers of buffering pipelines.
This is manifesting as having huge jitters/slow-motion-to-stutter cycles when FPS is uncapped and extremely high. The game's own swap chain is not discarding frames properly, and the already-stuttery sequence of frames is then presented to the DWM, even though DWM itself is handling framebuffering correctly.
Proposed short-term workaround: If Windowed/Borderless mode is selected, force enable the in-game V-sync, and grey-out the flag in the options menu. Frames would still go through redundant buffer pipelines, but it would resolve the jitter issue and be correctly synced to the DWM