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).



3296 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
Elessar
Member
Elessar

Hey, I was wondering if there is a solution for flickering when turning G-Sync on? My monitor is an AOC C24G1, which I believe is G-Sync compatible, although in the NVCP it says “Selected dispaly is not validated as G-Sync compatible”. Will it still work provided I tick “Enable settings for selected display model”?

But as I say, it seems to introduce flickering in my games. This is for something like Baldur’s Gate or Marvel Rivals, where my 1070 definitely does not reach my monitor’s refresh rate. My frames in Rivals for example go from 80 out of combat to sometimes 40 in combat. Is there a combination of V-Sync/G-sync etc that I can use to prevent this? Thanks

trevor200
Member
trevor200

I want to hear your thoughts on using V-Sync + FPS cap instead of VRR + V-Sync + FPS cap for OLED’s that suffer from heavy VRR flicker. I think the recurring stutter will be harder to perceive than tearing with 240hz+ displays, and the added latency seems minimal from your testing. If not, then how would you deal with this scenario – A 240hz OLED that flickers under VRR operation?

olly44444
Member
olly44444

Hi there,
I was wondering if there was a different recommendation to the fps cap when using vrr at 360hz refresh rate. I know the typical prescription is roughly -3. My rtss reports its staying within 360hz so it may be okay but should I lean towards a lower number?

casty8
Member
casty8

Hi jorimt, incredible post!

In my case, I don´t know what is going on because something strange is happening when using this technique on CS2.

I have a 360 hz monitor.

I have enabled, in NVCP: G-sync + V-sync Fast + ULLM Ultra
In CS2, Reflex On/On+Boost

The game feels perfect, although I was usually getting around 240-280 fps.

Now I have a better hardware, and I have realised something: these settings are not capping my FPS in CS2, I´m able to reach 400 fps…and as you suggested, FPS should be capped with these settings.

If I add a FPS cap on CS2 (using the command fps_max 357), the FPS are now capped, and the max I can get is around 330 or 340.

Is this normal? Do you recommend to change anything or what is the best settings?

Many thanks for your help!!!!

Emzy549
Member
Emzy549

Quick question: Should I keep low latency on and also enable Reflex in-game? I followed your guide and play COD BO6. I use the in-game FPS limiter set to 245, which is 5 FPS below my monitor’s refresh rate. Should both low latency and Reflex stay on, and should I do the same for other games with Reflex? My setup: RTX 4080 Super, Ryzen 7 7800X3D, and a 240Hz monitor.

wpDiscuz