Lastly I as mentioned above I had GPT do a new deep dive on the stutter issue globally, and excluding the AH universe. I will display the summary below and attach a fully comprehensive result with sources in an attached PDF. There were 38 total non AHII sources reviewed. The attached PDF result is nine pages total with two of them footnotes. I am still pouring through it.
TLDR... I had no stutters (says me) on night 8 and am 6/8 with none since I started this journey.

Consolidated Findings and Fix Rationale (DX11 Microstutter)
DX11 microstutters are primarily frame-timing spikes, not raw FPS drops.
• These manifest as brief stalls caused by synchronization delays between CPU submission and GPU presentation rather than sustained performance loss.
• This explains why high average FPS and low GPU utilization can coexist with perceptible stutter events.
The issue emerged broadly following Windows graphics pipeline changes, not game-specific updates.
• Reports began increasing after Windows 10 20H2 and accelerated with Windows 11’s WDDM, flip-model, and scheduler changes.
• Aces High III is affected because its DX11 renderer interacts directly with these system-level behaviors.
DX9 appearing “smooth” is evidence of pipeline differences, not superior rendering.
• DX9 bypasses modern flip-model composition, DWM integration, and newer scheduling paths entirely.
• This isolates the problem to DX11 presentation rather than GPU horsepower or engine logic.
Windows flip-model and fullscreen optimizations introduce timing variability in legacy DX11 engines.
• Modern Windows versions aggressively manage DX11 apps as if they were DX12-style workloads.
• Engines not designed for this can encounter intermittent stalls during frame handoff.
Windows 11 22H2 introduced a confirmed global DX11 stutter regression on NVIDIA systems.
• Microsoft and NVIDIA acknowledged this as a system-wide issue tied to GPU telemetry and scheduling.
• Subsequent updates reduced severity but did not eliminate all edge-case stalls in CPU-bound DX11 titles.
NVIDIA driver behavior strongly influences DX11 frame pacing consistency.
• Driver-level features such as low-latency modes, overlays, and telemetry can introduce sync pressure.
• These effects apply equally to RTX 20-series and newer cards, including your RTX 2060.
Hardware-Accelerated GPU Scheduling (HAGS) destabilizes DX11 timing on some systems.
• HAGS changes how command queues are submitted, benefiting DX12 more than DX11.
• Disabling HAGS often reduces sporadic stalls in older, CPU-bound DX11 engines.
UI overlays trigger stutters by forcing additional CPU→GPU synchronization.
• Clipboard maps, chat windows, and radio overlays require frequent redraws and compositing.
• When combined with high entity counts, this increases the likelihood of a sync stall.
Your observed stutters correlate directly with overlay stacking under load.
• Stutters occurred only when map, chat, and radio overlays were simultaneously active.
• No stutters occurred during equivalent combat load with overlays closed.
This confirms a CPU-bound synchronization bottleneck, not a GPU performance ceiling.
• GPU utilization remained moderate during stutters, ruling out rendering overload.
• The stall occurs while the CPU waits for presentation synchronization to complete.
Windows Defender real-time scanning can exacerbate rare DX11 stalls.
• Defender can briefly interrupt CPU scheduling during asset access or UI events.
• Excluding the game directory reduces unpredictable CPU contention.
Timer resolution and scheduler precision matter more in DX11 than modern APIs.
• Small timing jitter becomes visible in DX11 engines lacking advanced frame pacing.
• Windows Game Mode helps, but does not fully override system-level scheduling behavior.
Your multi-day no-stutter sessions confirm system-level stabilization, not coincidence.
• Sustained smooth sessions across multiple days strongly indicate causal fixes.
• The remaining rare stutters align with known overlay-driven edge cases.
IL-2 exhibiting fewer stutters supports a shared Windows/DX11 root cause.
• IL-2 uses a different engine but the same OS and driver pipeline.
• Reduced frequency suggests engine resilience, not absence of the underlying issue.
A true permanent fix requires either OS-level refinement or engine-side DX11 modernization.
• Microsoft and GPU vendors continue to patch compositor and scheduling behavior.
• Developers can further mitigate by improving DX11 frame pacing or transitioning APIs.
DX11 microstutters scale with UI complexity, not scene geometry or texture load.
• Even modest scenes can trigger stalls if UI elements force frequent redraws and state changes.
• This confirms the issue is timing- and synchronization-driven, not fill-rate or memory bound.
Legacy DX11 engines incur increasing maintenance cost as Windows evolves.
• Each Windows graphics update subtly shifts compositor and scheduler behavior.
• Developers must now actively defend against regressions in APIs once considered “stable.”
Engine-side UI rendering is a disproportionate stutter risk compared to world rendering.
• UI layers often execute on the CPU and demand immediate synchronization with the GPU.
• This makes them prime candidates for decoupling, buffering, or deferred presentation.
The developer burden is architectural, not merely configurational.
• User-side settings can mitigate symptoms but cannot resolve fundamental pipeline assumptions.
• True fixes require code changes, testing across OS versions, and long-term support overhead.
Modernizing DX11 frame pacing is increasingly a prerequisite, not an enhancement.
• Without explicit pacing control, engines inherit OS-level timing decisions unpredictably.
• This raises the baseline engineering effort required just to maintain smoothness over time.
Once again it a alot info and I am still vetting all of it with a much less technical eye and history in-game than some of you so please let me kow if notice that GPT is talking out of its butt!
Latest conclusion...
DX11 microstutters in Aces High III represent a systemic interaction failure between a legacy rendering pipeline and modern Windows presentation behavior, rather than any form of raw GPU or CPU performance shortfall. Evidence collected across multiple systems and configurations consistently shows these stalls originate at CPU→GPU synchronization boundaries, most often triggered by high-frequency UI redraws during periods of elevated game activity. User-side mitigations successfully reduce scheduling contention and help expose the underlying mechanism, but they cannot fully eliminate edge-case stalls under worst-case overlay stacking and entity density. The persistence of rare stutters under these conditions indicates expected behavior given the engine’s current architectural assumptions, not user misconfiguration or insufficient hardware capability. A durable, forward-looking solution will require engine-side intervention—specifically decoupling UI rendering from the main submission path, implementing more robust DX11 frame pacing control, or transitioning to newer presentation models—to restore deterministic frame delivery on modern Windows platforms.