Quick answer: Pick one limiter as authoritative, and if both are on, set the manual cap to the refresh rate (or a clean divisor) so they agree instead of fighting.

With VSync on and a 60 cap on a 60 Hz panel it is fine, but a 58 cap creates a slow stutter beat. Two limiters disagree. Make the manual cap a clean divisor of refresh, or let one win.

How to fix it

1. Choose one source of truth

Decide whether VSync or your software cap governs pacing. Running both with mismatched targets guarantees periodic frame doubling or drops.

2. Align cap to refresh

If both must be on, set the cap equal to the refresh rate or a clean divisor (e.g. 72 on 144 Hz) so frame periods line up and the beat disappears.

3. Prefer frame-time pacing

For smoothness, use a single well-paced limiter measuring real frame time rather than two crude sleeps stacked on top of each other.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.