G-SYNC 101: In-game vs. External FPS Limiters


Closer to the Source*

*As of Nvidia driver version 441.87, Nvidia has made an official framerate limiting method available in the NVCP; labeled “Max Frame Rate,” it is a CPU-level FPS limiter, and as such, is comparable to the RTSS framerate limiter in both frametime performance and added delay. The Nvidia framerate limiting solutions tested below are legacy, and their results do not apply to the “Max Frame Rate” limiter.

Up until this point, an in-game framerate limiter has been used exclusively to test FPS-limited scenarios. However, in-game framerate limiters aren’t available in every game, and while they aren’t required for games where the framerate can’t meet or exceed the maximum refresh rate, if the system can sustain the framerate above the refresh rate, and a said option isn’t present, an external framerate limiter must be used to prevent V-SYNC-level input lag instead.

In-game framerate limiters, being at the game’s engine-level, are almost always free of additional latency, as they can regulate frames at the source. External framerate limiters, on the other hand, must intercept frames further down the rendering chain, which can result in delayed frame delivery and additional input latency; how much depends on the limiter and its implementation.

RTSS is a CPU-level FPS limiter, which is the closest an external method can get to the engine-level of an in-game limiter. In my initial input lag tests on my original thread, RTSS appeared to introduce no additional delay when used with G-SYNC. However, it was later discovered disabling CS:GO’s “Multicore Rendering” setting, which runs the game on a single CPU-core, caused the discrepancy, and once enabled, RTSS introduced the expected 1 frame of delay.

Seeing as the CS:GO still uses DX9, and is a native single-core performer, I opted to test the more modern “Overwatch” this time around, which uses DX11, and features native multi-threaded/multi-core support. Will RTSS behave the same way in a native multi-core game?

Blur Buster's G-SYNC 101: Input Latency & Optimal Settings
Blur Buster's G-SYNC 101: Input Latency & Optimal Settings
Blur Buster's G-SYNC 101: Input Latency & Optimal Settings

Yes, RTSS still introduces up to 1 frame of delay, regardless of the syncing method, or lack thereof, used. To prove that a -2 FPS limit was enough to avoid the G-SYNC ceiling, a -10 FPS limit was tested with no improvement. The V-SYNC scenario also shows RTSS delay stacks with other types of delay, retaining the FPS-limited V-SYNC’s 1/2 to 1 frame of accumulative delay.

Next up is Nvidia’s FPS limiter, which can be accessed via the third-party “Nvidia Inspector.” Unlike RTSS, it is a driver-level limiter, one further step removed from engine-level. My original tests showed the Nvidia limiter introduced 2 frames of delay across V-SYNC OFF, V-SYNC, and G-SYNC scenarios.

Blur Buster's G-SYNC 101: Input Latency & Optimal Settings
Blur Buster's G-SYNC 101: Input Latency & Optimal Settings
Blur Buster's G-SYNC 101: Input Latency & Optimal Settings

Yet again, the results for V-SYNC and V-SYNC OFF (“Use the 3D application setting” + in-game V-SYNC disabled) show standard, out-of-the-box usage of both Nvidia’s v1 and v2 FPS limiter introduce the expected 2 frames of delay. The limiter’s impact on G-SYNC appears to be particularly unforgiving, with a 2 to 3 1/2 frame delay due to an increase in maximums at -2 FPS compared to -10 FPS, meaning -2 FPS with this limiter may not be enough to keep it below the G-SYNC ceiling at all times, and it might be worsened by the Nvidia limiter’s own frame pacing behavior’s effect on G-SYNC functionality.

Needless to say, even if an in-game framerate limiter isn’t available, RTSS only introduces up to 1 frame of delay, which is still preferable to the 2+ frame delay added by Nvidia’s limiter with G-SYNC enabled, and a far superior alternative to the 2-6 frame delay added by uncapped G-SYNC.



2203 Comments For “G-SYNC 101”

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Sort by:   newest | oldest | most liked
Anna Rei
Member
Anna Rei

Hi, I’m using an LG C1 at 4K 120hz. If I’m playing more demanding titles and I’m around the 60fps range, will g sync still work just fine? And if it mostly hovers around 60, should I just cap the fps to 60?

Maulcun
Member
Maulcun

G-SYNC + V-SYNC + Low Latency Mode Ultra feels smoother. Thank you for the tips.

Low Latency Mode Ultra automatically limit your framerate to 4 fps below your max refresh rate. So… You dont need limit your framerate manually via NVCP.

Yulian
Member
Yulian

ello my system
Monitor Q27G2S/EU
CPU Ryzen 3700X
Video card MSI 1060 6 GB
RAM 16 GB

In games 200 + FPS, 165 Hz is set everywhere (Desktop, game, Nvidia) but there is no smoothness in games

Yulian
Member
Yulian

Hello my system
Monitor Q27G2S/EU
CPU Ryzen 3700X
Video card MSI 1060 6 GB
RAM 16 GB

In games 200 + FPS, 165 Hz is set everywhere (Desktop, game, Nvidia) but there is no smoothness in games

aserojmdsp
Member
aserojmdsp

hello. i’m new here. Did i set mine correct?
my specs are listed below

Monitor: Samsung G7 32″ 240hz
CPU: i5 11600 non-k
GPU: RTX 3070 ti
RAMS: 4x8gb 3200mhz

Monitor Setting:
Adaptive Sync: On

NVCP Setting:
Preferred Refrest Rate: Highest Available
Vertical Sync: On
Low Latencyh Mode: Off
Max Frame Rate: Off
Enable G-Sync, G-Sync Compatible: Checked

In-Game Setting: Warzone
Nvidia Reflex Low Latency: On
V-Sync: Off
Custom Framerate Limit: 237

Thank you.

wpDiscuz