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.



3285 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
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.

rec0veryyy
Member
rec0veryyy

Why on OLED monitors is not recommended to activate gsync + vsync on the nvidia panel and lower -3 fps with RTSS and on TN and IPS monitors yes according to this Blurbusters guide? I currently have a LG 27gl85p-b NanoIPS of 144 and for years I have vsync + vsync enabled on the nvidia panel and limit the fps to -3 with nvcp or rtss (gives the same) because with OLED is not done so? This Wednesday I get the new Gigabyte AORUS FO27Q2 monitor which is OLED 240Hz that I ordered and I have this doubt, could you please tell me how I should configure the nvidia panel and what I should do? now I go super fluid and I want to feel the same.

nikdreamx
Member
nikdreamx

so i have an issue on gl850 idc about blur but responsiveness and refresh rate. i play bf v 300 fps dips to 200 and when i respawn for 10 sec responsiveness is very good hz too but later my mouse movement becomes sluggish like slow mo kinda and in engagements my hz seems way lower than 144 hz and its tilting. somehow i managed to fix it and instantly game become easy but its back and its unplayable i hope u can help me because i dont know if i should get new monitor or there is a fix.

jajukapsn
Member
jajukapsn

Hello, this is one thing I’ve been curious about for a while.
When using G-Sync with a 60fps game your refresh rate will match the FPS, so you’ll be playing at 60hz. What I’m curious about is if the 60hz delay value of the monitor in-question will be the one that matters here, or if somehow the monitor’s max refresh rate may have some sort of relevance?

Sorry if the wording is weird, I just want to know if the “Native Resolution @ 60Hz” input lag value given on RTINGS is something which is relevant in this scenario. So I suppose the question really is just:
-does 60fps G-Sync on have the same input lag as 60hz G-Sync off.

For context, I primarily play fighting games so playing a competitive game @ 60fps is very common for me. I am aware that G-Sync will add delay but I never fully understood if there is a bigger impact being made to input lag due to going down to 60hz (I am currently using a 144hz monitor).

ez4angelo
Member
ez4angelo

Hey, again. Someone in reddit have tested an command in CS2 that removes Reflex from the game, improving 1% lows and stuttering. The settings that he recommend are:

NCPL: GSYNC ON, VSYNC ON, LLM ON, Max Frame Rate 6% low of the refresh rate.
Ingame: No frame limiter, VSYNC Off.

If reflex is no available/ bad implemented and also the frame limiter, this settings can work better?
Here is the reference: https://www.reddit.com/r/GlobalOffensive/comments/1gu9h7l/godtier_setting_for_best_frames_dont_use_reflex/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

wpDiscuz