G-SYNC 101: Optimal G-SYNC Settings & Conclusion


Optimal G-SYNC Settings*

*Settings tested with a single G-SYNC display (w/hardware module) on a single desktop GPU system; specific DSR, SLI, and multi-monitor behaviors, as well as G-SYNC laptop display and “G-SYNC Compatible” display implementation, may vary.

Nvidia Control Panel Settings:

  • Set up G-SYNC > Enable G-SYNC, G-SYNC Compatible > Enable for full screen mode.
  • Manage 3D settings > Vertical sync > On (Why?).

In-game Settings:

  • Use “Fullscreen” or “Exclusive Fullscreen” mode (some games do not offer this option, or label borderless windowed as fullscreen).
  • Disable all available “Vertical Sync,” “V-SYNC,” “Double Buffer,” and “Triple Buffer” options.
  • If an in-game or config file FPS limiter is available, and framerate exceeds refresh rate:
    Set (a minimum of) 3 FPS limit below display’s maximum refresh rate (57 FPS @60Hz, 97 FPS @100Hz, 117 FPS @120Hz, 141 FPS @144Hz, etc).

RTSS Settings:

  • If an in-game or config file FPS limiter is not available and framerate exceeds refresh rate:
    Set (a minimum of) 3 FPS limit below display’s maximum refresh rate (see G-SYNC 101: External FPS Limiters HOWTO).

OR

Nvidia “Max Frame Rate” Settings*:

*Introduced in Nvidia driver version 441.87

  • If an in-game or config file FPS limiter is not available and framerate exceeds refresh rate:
    Set “Max Frame Rate” to “On,” and adjust slider to (a minimum of) 3 FPS limit below display’s maximum refresh rate.

Low Latency Mode* Settings:

*This setting is not currently supported in DX12 or Vulkan.

  • If an in-game or config file FPS limiter is not available, RTSS is prohibited from running, a manual framerate limit is not required, and framerate exceeds refresh rate:
    Set “Low Latency Mode” to “Ultra” in the Nvidia Control Panel. When combined with G-SYNC + V-SYNC, this setting will automatically limit the framerate (in supported games) to ~59 FPS @60Hz, ~97 FPS @100Hz, ~116 FPS @120Hz, ~138 FPS @144Hz, ~224 FPS @240Hz, etc.
  • If an in-game or config file FPS limiter, and/or RTSS FPS limiter is available, or Nvidia’s “Max Frame Rate” limiter is in use, and framerate does not always reach or exceed refresh rate:
    Set “Low Latency Mode” to “On.” Unlike “Ultra,” this will not automatically limit the framerate, but like “Ultra,” “On” (in supported games that do not already have an internal pre-rendered frames queue of “1”) will reduce the pre-rendered frames queue in GPU-bound situations where the framerate falls below the set (in-game, RTSS, or Nvidia “Max Frame Rate”) FPS limit.

Windows “Power Options” Settings:

Windows-managed core parking can put CPU cores to sleep too often, which may increase frametime variances and spikes. For a quick fix, use the “High performance” power plan, which disables OS-managed core parking and CPU frequency scaling. If a “Balanced” power plan is needed for a system implementing adaptive core frequency and voltage settings, then a free program called ParkControl by Bitsum can be used to disable core parking, while leaving all other power saving and scaling settings intact.

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

Mouse Settings:

If available, set the mouse’s polling rate to 1000Hz, which is the setting recommended by Nvidia for high refresh rate G-SYNC, and will decrease the mouse-induced input lag and microstutter experienced with the lower 500Hz and 125Hz settings at higher refresh rates.

mouse-125vs500vs1000

Refer to The Blur Busters Mouse Guide for complete information.

Nvidia Control Panel V-SYNC vs. In-game V-SYNC

While NVCP V-SYNC has no input lag reduction over in-game V-SYNC, and when used with G-SYNC + FPS limit, it will never engage, some in-game V-SYNC solutions may introduce their own frame buffer or frame pacing behaviors, enable triple buffer V-SYNC automatically (not optimal for the native double buffer of G-SYNC), or simply not function at all, and, thus, NVCP V-SYNC is the safest bet.

There are rare occasions, however, where V-SYNC will only function with the in-game option enabled, so if tearing or other anomalous behavior is observed with NVCP V-SYNC (or visa-versa), each solution should be tried until said behavior is resolved.

Maximum Pre-rendered Frames*: Depends

*As of Nvidia driver version 436.02, “Maximum pre-rendered frames” is now labeled “Low Latency Mode,” with “On” being equivalent to MPRF at “1.”

A somewhat contentious setting with very elusive consistent documentable effects, Nvidia Control Panel’s “Maximum pre-rendered frames” dictates how many frames the CPU can prepare before they are sent to the GPU. At best, setting it to the lowest available value of “1” can reduce input lag by 1 frame (and only in certain scenarios), at worst, depending on the power and configuration of the system, the CPU may not be able to keep up, and more frametime spikes will occur.

The effects of this setting are entirely dependent on the given system and game, and many games already have an equivalent internal value of “1” at default. As such, any input latency tests I could have attempted would have only applied to my system, and only to the test game, which is why I ultimately decided to forgo them. All that I can recommend is to try a value of “1” per game, and if the performance doesn’t appear to be impacted and frametime spikes do not increase in frequency, then either, one, the game already has an internal value of “1,” or, two, the setting has done its job and input lag has decreased; user experimentation is required.

Conclusion

Much like strobing methods such as LightBoost & ULMB permit “1000Hz-like” motion clarity at attainable framerates in the here and now, G-SYNC provides input response that rivals high framerate V-SYNC OFF, with no tearing, and at any framerate within its range.

As for its shortcomings, G-SYNC is only as effective as the system it runs on. If the road is the system, G-SYNC is the suspension; the bumpier the road, the less it can compensate. But if set up properly, and run on a capable system, G-SYNC is the best, most flexible syncing solution available on Nvidia hardware, with no peer (V-SYNC OFF among them) in the sheer consistency of its frame delivery.

Feel free to leave a comment below, resume the discussion in the Blur Busters Forums, or continue to the Closing FAQ for further clarifications.



1149 Comments For “G-SYNC 101”

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AlianosFN
Member
AlianosFN

Hi, I have a question.

I play Fortnite competitively on a 165 Hz 1440p monitor with a GTX 1070 Ti using pretty much all the settings you recommended in this thread (gsync ON, vsync ON, game on fullscreen, fps limited in game files to 162, and finally low latency mode ON).

Now since the nvidia driver update from today got released the new nvidia Reflex Low Latency setting was added to the game. With the setting come 3 options: OFF, ON or ON + BOOST. A thing i noticed when i turned it to either ON or ON + BOOST was that instead of my fps cap being 162, my fps got capped at 158 (so 4 frames lower than the limit i set myself).

This raised a question;
Does turning the setting ON (or ON + BOOST) impact the way gsync works (also in combination with the other recommended settings in this thread)?
If so, what would you recommend me to do? Should i keep the nvidia reflex setting off? Or should i keep it on (since according to nvidia it reduces system delay) and change my fps cap to make up for the 4 frames i lost?

Ultimately i think my question is; how does the nvidia reflex low latency setting fit in the picture with gsync and the recommended settings in this thread?

Thanks in advance for taking the time to read/answer to my questions!

tomato884
Member
tomato884

does this apply to the new 30xx series with all the new reflex technology?

JediBrysen
Member
JediBrysen

should competitive players for any game but for my situation fortnite use this? I really just want low input delay while it being smooth

ankurszn
Member
ankurszn

i have the same question

Avean
Member
Avean

Could LLM = On with G-Sync cause frametime spikes in cases where the game uses its own frame queue? Cause in the end of the article you say you recommend testing this on per-game basis to see if worse or not. And if at best youre improving latency by 1 frame, its kinda best to leave it off i feel? Unless you want to fire up RivaTuner and monitor each game to see if improvements. But really the biggest impact is more framerate than whatever setting your LLM is at, feel people are kinda hung up on this setting 🙂

Glarbstintenford
Member
Glarbstintenford

Amazing guide and information, thank you so much!

I have a questions or two, sorry this ends up being so long but I wanted to also share the information I found and make it as clear as possible:

1 – Does the use of the smoothframes feature found in Unreal Engine 4 have any effect? I’m not sure how smoothframes & in game Vsync relate to each other with or without G-Sync and thought you could shed some light.

The game I play is online multiplayer only, and their servers currently run 30Hz tickrate, which in the near future will be increasing to 60Hz tickrate.

It has smoothframes and vsync enabled by default, using the default 22-62FPS range for smoothframes, with no in-game option to disable either or set an FPS limit. It also has what I am assuming is an in-game FPS limiter that you can manually adjust via editing the ini files. This line is FrameRateLimit= and the default is =0.000000.

Also just so you know this game has no in-game settings other than a resolution scale slider that’s it, and only runs in borderless fullscreen.

However you can edit GameUserSettings.ini and disable/enable vsync & smoothframes.

Now with or without G-Sync enabled I have discovered the following:

– If I use the games default settings of vsync and smoothframes enabled and FrameRateLimit=0 I am limited to 62FPS regardless of desktop refresh rate provided that my desktop refresh rate is higher than 63Hz **However if I set FrameRateLimit to any number up to and including 120 then my FPS limited to that number unless my desktop refreshrate is lower than the value set in FrameRateLimit= in which case it is limited to desktop refresh rate.

– If I disable in-game vsync and leave smoothframes enabled I am still limited to 62FPS regardless of desktop refresh rate if FrameRateLimit=0

– If I keep in-game vsync enabled and only disable smoothframes my FPS is capped to desktop refresh rate but only to 120 any refresh rate above that I’m still limited to 120FPS. Also worth noting this is when leaving FrameLimit=0.000000

– If I disable in-game vsync & disable smoothframes and FrameRateLimit=0 then my FPS is uncapped.

Wonderinig if smoothframes should be enabled or disabled, as well as if using FrameRateLimit should be used and am curious what your thoughts are about it all.

Thank you! 🙂

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