I know in some games, limiting the frame rate to 60 fps for example, can cause it to dip below 60 fps more often than it would if it was uncapped, or capped at a higher number.
Hopefully it's a valid and not too stupid question, but if it goes above the monitor's refresh rate, isn't it just wasting frames/power? By limiting I mean using something like RivaTuner Statistics Server on the program's executable for example. Are there any benefits to this, or could it cause issues etc.?
This might depend on which application. For Unreal/Unity, I'd probably say yes, and that it would most likely cause issues in other programs. Maya for example, uses a few different "styles" for overlays, and the viewport is completely idle if nothing is playing.
This is a very difficult question to answer. As Throttlekitty said, it depends on applications. Limiting FPS may cause errors. Depending on how the software was built it may or may not give you any optimization by limiting the FPS. If the software has built in "Limit FPS", I would feel more safe using that compared to a…