G-SYNC 101: G-SYNC Ceiling vs. V-SYNC


Identical or Fraternal?

As described in G-SYNC 101: Range, G-SYNC doesn’t actually become double buffer V-SYNC above its range (nor does V-SYNC take over), but instead, G-SYNC mimics V-SYNC behavior when it can no longer adjust the refresh rate to the framerate. So, when G-SYNC hits or exceeds its ceiling, how close is it to behaving like standalone V-SYNC?

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

Pretty close. However, the G-SYNC numbers do show a reduction, mainly in the minimum and averages across refresh rates. Why? It boils down to how G-SYNC and V-SYNC behavior differ whenever the framerate falls (even for a moment) below the maximum refresh rate. With double buffer V-SYNC, a fixed frame delivery window is missed and the framerate is locked to half the refresh rate by a repeated frame, maintaining extra latency, whereas G-SYNC adjusts the refresh rate to the framerate in the same instance, eliminating latency.

As for “triple buffer” V-SYNC, while the subject won’t be delved into here due to the fact that G-SYNC is based on a double buffer, the name actually encompasses two entirely separate methods; the first should be considered “alt” triple buffer V-SYNC, and is the method featured in the majority of modern games. Unlike double buffer V-SYNC, it prevents the lock to half the refresh rate when the framerate falls below it, but in turn, adds 1 frame of delay over double buffer V-SYNC when the framerate exceeds the refresh rate; if double buffer adds 2-6 frames of delay, for instance, this method would add 3-7 frames.

“True” triple buffer V-SYNC, like “alt,” prevents the lock to half the refresh rate, but unlike “alt,” can actually reduce V-SYNC latency when the framerate exceeds the refresh rate. This “true” method is rarely used, and its availability, in part, can depend on the game engine’s API (OpenGL, DirectX, etc).

A form of this “true” method is implemented by the DWM (Desktop Window Manager) for borderless and windowed mode, and by Fast Sync, both of which will be explained in more detail further on.

Suffice to say, even at its worst, G-SYNC beats V-SYNC.



1948 Comments For “G-SYNC 101”

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Evok99
Member
Evok99

I just purchased the new Viewsonic XG2431 that features the blurbusters 2.0 approval. I plan on setting up the PureXP+ tomorrow to play with Overwatch. I can max Overwatch out at about 340fps consistently. Do you have any recommendations in how to setup gsync and PureXP+ for the lowest framerate? Should i cap my frames to 237fps with gsync and vsync enable even though I can get a much higher frame rate?

Maybe I would be better off with a 360hz monitor and no light striving? Thank you. This is all new to me.

roro13200
Member
roro13200

hello I wanted to know in nvcp, the refresh rate we must put it on which option? app-controlled or higher? I have an asus and there is a trace free option that adds input lag?
thank you for your work!

blz
Member
blz

Hello,
I play at 250-290 fps on valorant/csgo, 190 fps on valorant on a MSI G24C monitor should I use freesync (gsync compatible) when my frame rate is way above my 144hz refreshrate? Will the added input lag be worth the lesser tearing?

reaxtic
Member
reaxtic

Hi,
best settings for low input lag is a Gsync + LLM + V-sync in NVCP?

rocky.gaoa
Member
rocky.gaoa

hi,you said
“In-game Settings:
Disable all available “Vertical Sync,” “V-SYNC,” “Double Buffer,” and “Triple Buffer” options.”

does it mean prohibit the V-Sync working finally?

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