Kinda shows a problem that I’ve been dealing with for years now. From time to time, if a third-party overlay injects itself after the game starts, it @#$%s with my limiter’s latency. You have to turn the limiter on/off a few times to get to the virtually 0-sync-delay sweet spot. I tried to automate a system to recover from those problems, but it never really worked.
On the bright side, with the real-time latency tracking as part of the graph, users can see something’s not quite right and manually turn the limiter on/off themselves. Hacky solution, but I’m already outperforming everything else in the market, so just deal with it