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With frame generation on, a scene drawn for another window (Steam's overlay) went into the engine as a game frame. Adaptive counted it as source rate and planned against that (36 base for a game capped at 30), and a fixed multiplier gave it present slots while game frames were dropped (26 -> 51 at 2x). Such a change now waits for the game's next frame. The HUD's base rate is the game window's own frames, as Steam's overlay counts them, instead of the compositor's scene rate.