Unfortunately, no… you have discovered the hard way that D3D12 works differently.
In D3D12 (and Vulkan), the engine itself is responsible for batching commands on each and every one of its backbuffers. In D3D11, the driver does this implicitly every time you finish a frame it starts batching commands for the next buffer in the queue, but D3D12 and Vulkan leave the implementation of this up to the engine.
There is very little I can do, I pulled off a miracle IMO with Horizon: Zero Dawn. The engine should really be working with at least 3 backbuffers instead of 2; many engines work with 5 or more.
Technically, all D3D12 games are triple-buffered; the DWM owns one buffer, and then at minimum D3D12 requires a swapchain with 2 backbuffers. It’s a completely different kind of triple-buffering though, and will behave like plain old double-buffered VSYNC without careful frame pacing.
I used a waitable swapchain in Horizon: Zero Dawn to schedule frames more efficiently, but that’s as far as these kind of hacks will go with D3D12. Vulkan’s even worse.