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.



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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