G-SYNC 101: G-SYNC Ceiling vs. FPS Limit


How Low Should You Go?

Blur Busters was the world’s first site to test G-SYNC in Preview of NVIDIA G-SYNC, Part #1 (Fluidity) using an ASUS VG248QE pre-installed with a G-SYNC upgrade kit. At the time, the consensus was limiting the fps from 135 to 138 at 144Hz was enough to avoid V-SYNC-level input lag.

However, much has changed since the first G-SYNC upgrade kit was released; the Minimum Refresh Range wasn’t in place, the V-SYNC toggle had yet to be exposed, G-SYNC did not support borderless or windowed mode, and there was even a small performance penalty on the Kepler architecture at the time (Maxwell and later corrected this).

My own testing in my Blur Busters Forum thread found that just 2 FPS below the refresh rate was enough to avoid the G-SYNC ceiling. However, now armed with improved testing methods and equipment, is this still the case, and does the required FPS limit change depending on the refresh rate?

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

As the results show, just 2 FPS below the refresh rate is indeed still enough to avoid the G-SYNC ceiling and prevent V-SYNC-level input lag, and this number does not change, regardless of the maximum refresh rate in use.

To leave no stone unturned, an “at” FPS, -1 FPS, -2 FPS, and finally -10 FPS limit was tested to prove that even far below -2 FPS, no real improvements can be had. In fact, limiting the FPS lower than needed can actually slightly increase input lag, especially at lower refresh rates, since frametimes quickly become higher, and thus frame delivery becomes slower due to the decrease in sustained framerates.

As for the “perfect” number, going by the results, and taking into consideration variances in accuracy from FPS limiter to FPS limiter, along with differences in performance from system to system, a -3 FPS limit is the safest bet, and is my new recommendation. A lower FPS limit, at least for the purpose of avoiding the G-SYNC ceiling, will simply rob frames.



3180 Comments For “G-SYNC 101”

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iFryno
Member
iFryno

im on 144hz and nowhere near 90% gpu utilization whats better for my scenario using my own 141 fps cap or the automatic cap from ullm/reflex?

User
Member
User

Hello,

I’ll provide my settings and I’ll explain why I use these settings, then you’ll let me know what you think.

So..

Control Panel (Global):
GSYNC tab: Use for fullscreen
3D tab:
Low Latency Mode: On (reduces input latency especially if you have to play on a lower refresh rate eg. GTA 5 (60HZ) + reduces render queue)
Preferred Refresh Rate (*monitor*): Application-controlled (reduces VRR flickering, Highest available has issues, causing stutter in games,)

In-Game:

API:
for Vulkan:

VSync: Off (tested in emulation (RPCS3), RDR2 and in other games)
Reflex and FPS limit depends on the game and how it runs..

for DirectX:

VSync: On (tested in Witcher 3, Battlefield 1, Last of Us Part 1 and in other games)
Reflex and FPS limit applies as above (how the game is and how it runs..)

Power settings: Should remain on default for both CPU and GPU (only need to install the drivers (eg. AMD power plan from AMD chipset driver)

Lastly, If you set an FPS limiter, you shouldn’t do it Globally, cause its causing slowdown/stutter in stream or video playback when played in fullscreen (eg. Twitch stream being watched in fullscreen), therefore set it only for the game or app.

shakey1981
Member
shakey1981

getting a 4070 ti need some advice

do i leave setting as they are which as as follows

gysnc enabled

use the frame limter in nvidia control panel with inside monitors refresh rate of 144hz currently have it set to 140hz (global limit)
all ingame litmters set to unlimted (thinking that unlimted means there is no in game limiter)

prefered refresh highest availble

Potemkin
Member
Potemkin

Hello, I encountered this problem while playing World of Warcraft. The game does not have a full-screen mode, only a full-screen window. The mouse cursor in the game moves at the same refresh rate as the game itself (this was not the case on the old monitor with the built-in g-sync processor). While moving in the game, some kind of grid appears on the game textures (I guess you can call it an artifact). It feels like this effect appears at a frequency below 100 fps (usually below 100 fps in the city). On the old monitor with the chip, I did not enable the g-sync function in the nvidia panel, and when I did, the same artifacts appeared only in the entire range and everywhere. In my nvidia settings, the frame limit is set to -3, v-sync is enabled, g-sync is enabled in full-screen and windowed mode. Reflex is enabled in the game without boost, triple buffering and v-sync are disabled, the frame limit is disabled. High performance is set in Windows. Is it possible to achieve that I can play with a smooth mouse cursor (177 fps) and without grid artifacts? This really annoys me, I think the problem is that the game does not have a true fullscreen mode. I don’t think there is any way to get rid of it. In other games everything is fine. Sorry for my google translate.

gangz
Member
gangz

hi, so i have a problem in which my monitor (144hz, G-sync compatible and freesync) gets stuck, my taskbar disappears and i can only open smth on my 2nd monitor(60Hz) in this case task manager and bring on the 1st monitor and pray it will come back, i am using msi afterburner and rivatuner to cap frames (141) to be in the range of the g-sync and also i’ve switched from v-sync on to fast and since then i think it started doing this but my games run smoother with it on fast cause if i have it on my game no matter which one will feel choppy under 100-90fps like i would have 30 fps and i dont know why is that, can i get some help please?

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