G-SYNC 101: Hidden Benefits of High Refresh Rate G-SYNC


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Often overlooked is G-SYNC’s ability to adjust the refresh rate to lower fixed framerates. This can be particularly useful for games hard-locked to 60 FPS, and has potential in emulators to replicate unique signals such as the 60.1Hz of NES games, which would otherwise be impossible to reproduce. And due to the scanout speed increase at 100Hz+ refresh rates, an input lag reduction can be had as well…

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

The results show a considerable input lag reduction on a 144Hz G-SYNC display @60 FPS vs. a 60Hz G-SYNC display @58 FPS with first on-screen reactions measured (middle screen would show about half this reduction). And while each frame is still rendered in 16.6ms, and delivered in intervals of 60 per second on the higher refresh rate display, they are scanned in at a much faster 6.9ms per.



3892 Comments For “G-SYNC 101”

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wbotter
Member
wbotter

Hey! Wondering if V-Sync is applicable to Gsync Pulsar monitors? I just got one, went from PG27AQDM to the XG27AQNGV after receiving not one but TWO defective PG27AQWP-W’s!!! After the second AQWP-W started intermittently dropping signal due to the UHBR-20 handshake failing, works flawlessly in UHBR-13.5 with DSC, but for a $1250 monitor, I’d expect it to work as intended. So, I ultimately gave up on the flagship and was just searching for 27″ or less 1440p monitors over the 240hz my AQDM was already giving me, and the Gsync pulsar caught my eye. I had a BenQ Zowie with DyAc+ a few years ago and loved it, so yeah the curiosity got me with this monitor. I currently have a 9800x3d, cl 28 32gb 6000mhz, and a 5070. (Yes, Ik my gpu is hardcore limiting my FPS). I play competitive games mostly, in “comp settings” (basically low everything), DLSS Quality or Balanced using Model K, and I’ll get 384fps peaks, 271 avg, 202 1% lows and an average PCL of 10. All captured using frameview in marvel rivals after many many many “change one setting,” *capture for 45min-1hr of gameplay,* did this increase or decrease performance? lol! (All without DLSS FG. I’m not opposed to DLSS FG 2x, but 3x and above my PCL climbs quite a bit.)

Anyways, got any advice to get the most out of the GSYNC Pulsar Monitors? Or same rules apply? Thanks!!

user2422
Member
user2422

In an earlier comment you mentioned that ULLM is somewhat inefficient compared to Reflex or a manual limit, if i were to use Gsync + Vsync + ULLM, would that starving of the max queued frames and the potential stutters that come with it even apply considering that ULLM is auto limiting the fps in this configuration? Like does it limit low enough to prevent this from even happening?

Also when using Gsync + Vsync and then only enabling ULLM via Inspector without setting max pre-rendered frames to 1 (which ULLM would’ve otherwise done if it was applied via NVCP or NVApp), would this then be just an auto limiter without the other effects of ULLM? I’ve tried this configuration in-game and the auto limit still applies but I’m unsure whether or not ULLM will have any other impact in this configuration.

eonjr
Member
eonjr

Hi, thank you for the guides! But I have something to ask. My laptop has a 300hz refresh rate that is also GSync compatible. I have it capped at 285 using a formula that I saw on a Reddit post a while ago (via NVIDIA APP > Max Frame Rate).

I unfortunately get this gray flickering during gaming but I can get used to it. However, what I cannot stand is, when I tried using editing software (like Adobe Premiere Pro), the flickering was also present despite me having turned off GSync specifically for that app (via NVIDIA App). Is there something I am doing wrong? What can be done to completely eliminate flickering for non-game apps?

HagenKL
Member
HagenKL

Hey, the article talks about GSync with the Module. Is the Behaviour the same for GSync Compatible (aka Freesync monitors?)

Apache3m
Member
Apache3m

Naturally, with MFG enabled, Reflex limits my FPS from 240 to 224; however, if I disable V-Sync in the Nvidia Control Panel, I hit 240 FPS with MFG on.

Mark Rejhon
Admin

It bears worth noting that 224 vs 240 is extremely small (1/224)-(1/240) = 0.3ms frametime difference. It’s more about geometrics (e.g. 200fps vs 400fps vs 1000fps) that is much more noticeable. It’s possible to have a much smoother 224fps and a much worse 240fps that looks rougher-motion than 224fps. It’s all in the microstutter/tearing mechanics, and how you prioritize visual fidelity. A great test is to strafe in CP2077 and watch for microstuttering/tearing. This is one of the ways to compare framepacing quality of VRR and capping mechanisms.

Those using VRR and framegen are often looking to improve smoothness without prioritizing on esports latency, so this is often prioritized for solo games like Witcher and CP2077. Turning off Reflex and still using VSYNC ON is another way to get 240fps with smoothness, but that increases latency dramatically on top of the latency that framegen gives, so it can veer into distraction territory.

Reflex + framegen + VRR is a good “acceptable-for-solo latency” compromise, and lagfeel can actually still feel similar to the original pre-framegen framerate (with latency countermeasured turned off).

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