G-SYNC 101: G-SYNC vs. V-SYNC OFF w/FPS Limit


At the Mercy of the Scanout

Now that the FPS limit required for G-SYNC to avoid V-SYNC-level input lag has been established, how does G-SYNC + V-SYNC and G-SYNC + V-SYNC “Off” compare to V-SYNC OFF at the same framerate?

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

The results show a consistent difference between the three methods across most refresh rates (240Hz is nearly equalized in any scenario), with V-SYNC OFF (G-SYNC + V-SYNC “Off,” to a lesser degree) appearing to have a slight edge over G-SYNC + V-SYNC. Why? The answer is tearing…

With any vertical synchronization method, the delivery speed of a single, tear-free frame (barring unrelated frame delay caused by many other factors) is ultimately limited by the scanout. As mentioned in G-SYNC 101: Range, The “scanout” is the total time it takes a single frame to be physically drawn, pixel by pixel, left to right, top to bottom on-screen.

With a fixed refresh rate display, both the refresh rate and scanout remain fixed at their maximum, regardless of framerate. With G-SYNC, the refresh rate is matched to the framerate, and while the scanout speed remains fixed, the refresh rate controls how many times the scanout is repeated per second (60 times at 60 FPS/60Hz, 45 times at 45 fps/45Hz, etc), along with the duration of the vertical blanking interval (the span between the previous and next frame scan), where G-SYNC calculates and performs all overdrive and synchronization adjustments from frame to frame.

The scanout speed itself, both on a fixed refresh rate and variable refresh rate display, is dictated by the current maximum refresh rate of the display:

Blur Buster's G-SYNC 101: Scanout Speed DiagramAs the diagram shows, the higher the refresh rate of the display, the faster the scanout speed becomes. This also explains why V-SYNC OFF’s input lag advantage, especially at the same framerate as G-SYNC, is reduced as the refresh rate increases; single frame delivery becomes faster, and V-SYNC OFF has less of an opportunity to defeat the scanout.

V-SYNC OFF can defeat the scanout by starting the scan of the next frame(s) within the previous frame’s scanout anywhere on screen, and at any given time:

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

This results in simultaneous delivery of more than one frame scan in a single scanout (tearing), but also a reduction in input lag; the amount of which is dictated by the positioning and number of tearline(s), which is further dictated by the refresh rate/sustained framerate ratio (more on this later).

As noted in G-SYNC 101: Range, G-SYNC + VSYNC “Off” (a.k.a. Adaptive G-SYNC) can have a slight input lag reduction over G-SYNC + V-SYNC as well, since it will opt for tearing instead of aligning the next frame scan to the next scanout when sudden frametime variances occur.

To eliminate tearing, G-SYNC + VSYNC is limited to completing a single frame scan per scanout, and it must follow the scanout from top to bottom, without exception. On paper, this can give the impression that G-SYNC + V-SYNC has an increase in latency over the other two methods. However, the delivery of a single, complete frame with G-SYNC + V-SYNC is actually the lowest possible, or neutral speed, and the advantage seen with V-SYNC OFF is the negative reduction in delivery speed, due to its ability to defeat the scanout.

Bottom-line, within its range, G-SYNC + V-SYNC delivers single, tear-free frames to the display the fastest the scanout allows; any faster, and tearing would be introduced.



3723 Comments For “G-SYNC 101”

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olam
Member
olam

Hi thanks for you guide!

Is it recommended to disable G-SYNC on my other monitors which support G-SYNC?
Only my main monitor runs at 360Hz, while the other two run at 240Hz.

My actual issue is that my games don’t feel as smooth as they should.

Thank you in advance.

Hena
Member
Hena

Quick question, is it normal for a game like Final Fantasy XIV to have a laggy mouse cursor with GSYNC + NVCP V-Sync, it’s not the case when I deactivate GSYNC, it’s weird despite the fact that game has an option for hardware mouse cursor, or is it just the intended behavior with GSYNC ?

user2422
Member
user2422

I’ve read below that you personally disable the windows VRR option. Is there a specific reason for that? If i remember correctly, you said in an older comment that this setting is not directly related but it doesn’t hurt to leave it enabled for any edge cases.

Jokerstarik
Member
Jokerstarik

Hello! Thanks for your article. Could I ask your opinion based on your experience?
I have a TCL C805 TV in Game Mode with VRR enabled. My RTX 5070 Ti runs with G-Sync on, and V-Sync is enabled in the driver. I use Frame Generation (×2 and ×3) to reach 138 FPS. Reflex limits it to 138 FPS automatically.

Here’s my issue: with DLSS 4 I get a stable 63 FPS, but when using ×2 generation I don’t reach 138 FPS. With ×3 I do, but Reflex seems to cap the base render to around 46 FPS—the rest is generated. I can see this when disabling generation: FPS locks at 44–46 and GPU load stays at 65–70%.

How can I remove this base render limit so the GPU renders around 60 real FPS, and Frame Generation raises it to 138 FPS?
(V-Sync, G-Sync/VRR, Reflex + Multi-Frame Generation enabled.)

kdog1998
Member
kdog1998

regarding low latency mode and reflex, when exactly do i turn them on or off? I use RTTS and set a fps cap to 65 in a game, my gpu hits that easily so i can maintain smooth gameplay. Do i still need to have a low latency mode enabled? would i set it to on or ultra or neither? in another game, i either exceed or sometimes sit just below my max refresh rate, do i need to use either reflex or low latency mode if available?

I have also noticed something weird when it comes to fps caps and im not sure what causes it, if its my monitor specifically or g sync. In example god of war ragnarok, i was able to hit 160 fps uncapped and when i would rotate my camera it was buttery smooth. But if i added a fps cap, even if it was 157 fps the camera panning was unsmooth and seemed excessively blurry. I tested this by going to a hard to run area, and uncapped my fps. at uncapped 120 fps camera panning was smooth , but if i placed a fps cap at 120 and panned it was wrong weird again. it only happens with a fps cap in place. ive tried it with ultra and on low latency mode and both have the issue, but i have not tried it off completely. I hope this makes sense and doesnt seem like rambling lol

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