Have you also tried disabling vsync? If vsync is enabled and your monitor is running at 60Hz (very likely) then you will also see this behaviour. I'm not sure about the Game
class but I usually do it in the PresentationParameters
when creating the device.
new PresentParameters(width, height) {
PresentationInterval = PresentInterval.Immediate
}
"Immediate" indicates that present will not wait for the monitor to refresh.
This is assuming D3D9, which version of DirectX are you using?