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


Bonus Points

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.



2220 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
Clueless
Member
Clueless

I read the article multiple times now and I feel like I didn’t understand anything.

I have a GSync compatible Display (LG 32GP850-B), set to 165Hz. GSync fullscreen is enabled. VSync ist set to on. FPS Limit is set to 162.

When I open the test on page 1 (G-SYNC Simulation of Variable Refresh Rate) and test Quebec or Stars for example the result on top (GSync) looks ok, the result at the bottom however (VSync on) does not. I see microstuttering and a blur here and there. But the moment I disable VSync at the simulation it looks ok again.

How does this behaviour in a windowed browser window (that sounds weird) fit your recommendation of GSync on + VSync on? Thank in advance.

HopperTron
Member
HopperTron

This is an amazingly detailed site and thanks for it!

I’m curious about advice here with respect to G-Sync + V-Sync + LLMU (or in-game framerate limiting) vs. advice I’ve read elsewhere — mainly for competitive shooters — around _not_ using G-Sync and instead running as high FPS as possible. The theory is that since input is calculated per frame, you get lower input lag with higher FPS at the expense of tearing, which kinda makes sense in the abstract. But what I’ve read in these articles suggests that slowing down the frames sent to the monitor via G-Sync does not necessarily affect input lag — possibly because internally the render loop is still calculating input, it’s just not showing up on the screen? So maybe what people think is lower latency is actually the ability to be aiming during a partial screen refresh?

I’d be curious as to your thoughts. Going from a 60Hz monitor to 144Hz has been absolutely amazing and good graphical fidelity is lovely but I mostly play online shooters, so if there is truly an advantage to forgoing image quality for very very high FPS then it might be worth making various profiles.

Bounty
Member
Bounty

Hello!

Is there a difference between Low Latency mode “On” and “Off”? Does it have any impact on Gsync at all?

HashiruOtoko
Member
HashiruOtoko

Any idea why my LG 27GL850 OSD shows Elden Ring in borderless windowed as running at 60Hz?

HashiruOtoko
Member
HashiruOtoko

Looks like it acts as more of an inaccurate FPS monitor, despite saying Hz, and that’s for both places in OSD that have a readout.

mano4261
Member
mano4261

Hello, If I am using g sync and v sync and an FPS cap… is there any advantage in using g sync and v sync and nvidia reflex? I am asking if it is better to use in game fps cap or nvidia reflex to cap my fps.

wpDiscuz