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.



3442 Comments For “G-SYNC 101”

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Pointi1978
Member
Pointi1978

Hey jorimt,
what is your opinion on the NVidia driver situation at the moment, regarding forcing VSync in the NVidia App in many games using Frame Generation not working correctly at the time? (GPU underutilized despite not hitting the Framerate Cap)
Examples: Half Life 2 RTX Demo, Hogwarts Legacy, Indiana Jones and the Great Circle, Cyberpunk 2077, Alan Wake 2, just to name a few)
Driver Issue? In combination with what? The new hardware flip metering they introduced with 572.16? Reflex not working correctly with the new drivers and the new Frame Gen? Conflicting with image flipping of the OS?

juanma_3
Member
juanma_3

Hi!
I’m new to this and I have a little doubt after seeing the Gsync + vsync guide, in the Nvidia panel, I have to activate the option to “let the 3D application decide” or “use advanced 3D image settings”
Thank you very much for the help

kokblaster32
Member
kokblaster32

If I cap my fps in-game, is there any benefit to using Gsync alongside Vsync? Im asking this, because Gsync sometimes causes flicker in dark scenes, making dark parts of the image to flash gray. Disabling Gsync always solves this, some games are much more sensitive to it than others. I always cap my fps in-game to prevent gpu usage from reaching that 95%-> range.

Jsmooth57
Member
Jsmooth57

Hello jorimt,

I stumbled on the below comment on this thread recently:

https://www.reddit.com/r/nvidia/comments/1ja7drf/is_gsync_vsync_reflexframe_cap_of_3_less_than/

“A frame cap of (max RR – 3) is not universal, it only works for low refresh rate displays, between 60-120Hz.

As refresh rate increases, you need a larger buffer between max refresh rate and target frame rate.

As an example, At 240Hz, the target should be 224 fps.

This is because low-latency framerate limiters are not perfect, and with a 240fps limit on a 240Hz screen, with V-sync on, you’d expect 50% of frame times to “bump into” V-sync and cause increased latency. Lowering the framerate limit to 235 fps will cause this ratio to drop to about 25%, which is better but still quite high. At 224 fps, it’s only around 7%.

You can easily see this for yourself with a performance capture with CapFrameX.

If you are using frame generation though, that changes the equation a little. Sticking with just X2 mode, it’s ultimately lower latency to aim for a higher base framerate, for example, 120->240 is lower latency than 112->224″

Check out Cpt Tombstone’s links – I would love your take on it – should we be capping at more than -3 max refresh rate the higher our monitor’s refresh rate?

eggybread
Member
eggybread

If in a specific game I get a solid FPS. Should I still keep vsync enabled? I use Gsync + Vsync + Ultra low latency if the game doesn’t have the option. I was reading places that vsync can cause input lag, just wanted to double check what is the correct way around this. I have a 165hz monitor, the game I play I get a solid 158 FPS with these settings. Is there any downside to having vsync enabled like this?

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