G-SYNC 101: Range


Blur Buster's G-SYNC 101: Range Chart

Exceeds G-SYNC Range

G-SYNC + V-SYNC “Off”:
G-SYNC disengages, tearing begins display wide, no frame delay is added.

G-SYNC + V-SYNC “On”:
G-SYNC reverts to V-SYNC behavior when it can no longer adjust the refresh rate to the framerate, 2-6 frames (typically 2 frames; approximately an additional 33.2ms @60 Hz, 20ms @100 Hz, 13.8ms @144 Hz, etc) of delay is added as rendered frames begin to over-queue in both buffers, ultimately delaying their appearance on-screen.

G-SYNC + Fast Sync*:
G-SYNC disengages, Fast Sync engages, 0-1 frame of delay is added**.
*Fast Sync is best used with framerates in excess of 2x to 3x that of the display’s maximum refresh rate, as its third buffer selects from the “best” frame to display as the final render; the higher the sample rate, the better it functions. Do note, even at its most optimal, Fast Sync introduces uneven frame pacing, which can manifest as recurring microstutter.
**Refresh rate/framerate ratio dependent (see G-SYNC 101: G-SYNC vs. Fast Sync).

Within G-SYNC Range

Refer to “Upper & Lower Frametime Variances” section below…

Upper & Lower Frametime Variances

G-SYNC + V-SYNC “Off”:
The tearing inside the G-SYNC range with V-SYNC “Off” is caused by sudden frametime variances output by the system, which will vary in severity and frequency depending on both the efficiency of the given game engine, and the system’s ability (or inability) to deliver consistent frametimes.

G-SYNC + V-SYNC “Off” disables the G-SYNC module’s ability to compensate for sudden frametime variances, meaning, instead of aligning the next frame scan to the next scanout (the process that physically draws each frame, pixel by pixel, left to right, top to bottom on-screen), G-SYNC + V-SYNC “Off” will opt to start the next frame scan in the current scanout instead. This results in simultaneous delivery of more than one frame in a single scanout (tearing).

In the Upper FPS range, tearing will be limited to the bottom of the display. In the Lower FPS range (<36) where frametime spikes can occur (see What are Frametime Spikes?), full tearing will begin.

Without frametime compensation, G-SYNC functionality with V-SYNC “Off” is effectively “Adaptive G-SYNC,” and should be avoided for a tear-free experience (see G-SYNC 101: Optimal Settings & Conclusion).

G-SYNC + V-SYNC “On”:
This is how G-SYNC was originally intended to function. Unlike G-SYNC + V-SYNC “Off,” G-SYNC + V-SYNC “On” allows the G-SYNC module to compensate for sudden frametime variances by adhering to the scanout, which ensures the affected frame scan will complete in the current scanout before the next frame scan and scanout begin. This eliminates tearing within the G-SYNC range, in spite of the frametime variances encountered.

Frametime compensation with V-SYNC “On” is performed during the vertical blanking interval (the span between the previous and next frame scan), and, as such, does not delay single frame delivery within the G-SYNC range and is recommended for a tear-free experience (see G-SYNC 101: Optimal Settings & Conclusion).

G-SYNC + Fast Sync:
Upper FPS range: Fast Sync may engage, 1/2 to 1 frame of delay is added.
Lower FPS range: see “V-SYNC ‘On'” above.

What are Frametime Spikes?

Frametime spikes are an abrupt interruption of frames output by the system, and on a capable setup running an efficient game engine, typically occur due to loading screens, shader compilation, background asset streaming, auto saves, network activity, and/or the triggering of a script or physics system, but can also be exacerbated by an incapable setup, inefficient game engine, poor netcode, low RAM/VRAM and page file over usage, misconfigured (or limited game support for) SLI setups, faulty drivers, specific or excess background processes, in-game overlay or input device conflicts, or a combination of them all.

Not to be confused with other performance issues, like framerate slowdown or V-SYNC-induced stutter, frametime spikes manifest as the occasional hitch or pause, and usually last for mere micro to milliseconds at a time (seconds, in the worst of cases), plummeting the framerate to as low as the single digits, and concurrently raising the frametime to upwards of 1000ms before re-normalizing.

G-SYNC eliminates traditional V-SYNC stutter caused below the maximum refresh rate by repeated frames from delayed frame delivery, but frametime spikes still affect G-SYNC, since it can only mirror what the system is outputting. As such, when G-SYNC has nothing new to sync to for a frame or frames at a time, it must repeat the previous frame(s) until the system resumes new frame(s) output, which results in the visible interruption observed as stutter.

The more efficient the game engine, and the more capable the system running it, the less frametime spikes there are (and the shorter they last), but no setup can fully avoid their occurrence.

Minimum Refresh Range

Once the framerate reaches the approximate 36 and below mark, the G-SYNC module begins inserting duplicate refreshes per frame to maintain the panel’s minimum physical refresh rate, keep the display active, and smooth motion perception. If the framerate is at 36, the refresh rate will double to 72 Hz, at 18 frames, it will triple to 54 Hz, and so on. This behavior will continue down to 1 frame per second.

Regardless of the reported framerate and variable refresh rate of the display, the scanout speed will always be a match to the display’s current maximum refresh rate; 16.6ms @60Hz, 10ms @100 Hz, 6.9ms @144 Hz, and so on. G-SYNC’s ability to detach framerate and refresh rate from the scanout speed can have benefits such as faster frame delivery and reduced input lag on high refresh rate displays at lower fixed framerates (see G-SYNC 101: Hidden Benefits of High Refresh Rate G-SYNC).



2636 Comments For “G-SYNC 101”

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leet.Smithy
Member
leet.Smithy

Thank you for a thorough and insightful article!

I’ve never experienced screen tearing while using RTX 3080. But I recently replaced the graphics card with RTX 4080 and noticed that even with G-Sync “On” and an active frame cap at 140 FPS (with a 144Hz-monitor), there was some tearing in most of the games 😔

At the same time in the Nvidia Pendulum test G-Sync works properly. But in a game tearing disappears only if I set 120 fps cap. What can be done with this, could you tell me? Thanks!

alonzo_waters
Member
alonzo_waters

Hi, Amazing post I must say! I am having some trouble. I have a 1440p 240hz Gsync ultimate monitor with a 3080 & 13th gen cpu. I am trying to set up apex to run smooth so I followed this guide as in Gsync on + vsync nvcp on with vsync off in game while reflex is on & fps cap with RTSS. My game stutters no matter what with this set up when dropping out of ship regardless of my stable fps. It’s specifically when I look around. When I turn reflex off in drop ship, I can look around without any problems, very smooth.

Once I’m on the ground and playing with these settings, it continues to look very choppy when I look around. It happens when I move my mouse in a circle motion (my fps graph is stable while this happens). I also noticed when I put the command +fps_max 0 the game seems to run a little more smooth but when I delete that command, the game becomes extremely choppy while looking around.

I’m just wondering if I am doing anything wrong on my end as far as my setup? My temps are fine, background apps are not taking many resources at all & I’ve tried many optimizations with NVCP. Pretty desperate at this point as I invested good money into this setup. Thanks you advance! I really appreciate it!

NookFPS
Member
NookFPS

Yooo

Alonzo. I had the same issue and i was going crazy. I always had micro stutters and i didnt know where it was coming from. So for me its running now like this:

NVCP Vsync ON
RTSS Framerate 3 Frames under your Screen refresh rate.

Thats it. For me it was the Framerate limiter. The ingame Apex caused microstutters and the Nvidia Limiter also.

Take the first Option on this link but only with RTSS

https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/14/

Kincior
Member
Kincior

What do you think I should run in cs go?

180 Hz with G-Sync + Vsync (NVCP) capped at 177/8 fps
or
165 Hz No Gsync, no Vsync, and uncapped fps?

On one hand I have higher refresh rate but on the other; lower latency.

billy
Member
billy

I play destiny 2 on a 240 hz monitor. I have gsync compatible monitor with in game reflex on and v sync on globally in control panel. But I still get hitches and stutters from time to time. Am I doing something wrong? My cpu is 12900k and i have 32 gb ram 3600

majkool
Member
majkool

@jorimt that’s the best article about that on the internet!

I’m right that for dynamic fps game like CS the best settings are:
G-SYNC on + VSYNC on (NVCP) + LLM on (NVCP) and fps_max 276 because of 280Hz monitor refresh rate?

Regarding input lag it seems exact the same like V-SYNC off + fps_max 276 but what is better when my fps drops below 200 fps which settings are better in input lag?

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