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


So Close, Yet So Far Apart

On the subject of single, tear-free frame delivery, how does standalone double buffer V-SYNC compare to G-SYNC with the same framerate limit?

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, but for 60Hz (remember, a “frame” of delay is relative to the refresh rate), the numbers are relatively close. So what’s so great about G-SYNC’s ability to adjust the refresh rate to the framerate, if the majority of added input latency with V-SYNC can be eliminated with a simple FPS limit? Well, as the title of this section hints, it’s not quite that cut and dry…

While it’s common knowledge that limiting the FPS below the refresh rate with V-SYNC prevents the over-queuing of frames, and thus majority of added input latency, it isn’t without its downsides.

Unlike G-SYNC, V-SYNC must attempt to time frame delivery to the fixed refresh rate of the display. If it misses a single one of these delivery windows below the maximum refresh rate, the current frame must repeat once until the next frame can be displayed, locking the framerate to half the refresh rate, causing stutter. If the framerate exceeds the maximum refresh rate, the display can’t keep up with frame output, as rendered frames over-queue in both buffers, and appearance of frames is delayed yet again, which is why an FPS limit is needed to prevent this in the first place.

When an FPS limit is set with V-SYNC, the times it can deliver frames per second is shrunk. If, for instance, the FPS limiter is set to 59 fps on a 60Hz display, instead of 60 frames being delivered per second, only 59 will be delivered, which means roughly every second a frame will repeat.

As the numbers show, while G-SYNC and V-SYNC averages are close over a period of frames, evident by the maximums, it eventually adds up, causing 1/2 to 1 frame of accumulative delay, as well as recurring stutter due to repeated frames. This is why it is recommended to set a V-SYNC FPS limit mere decimals below the refresh rate via external programs such as RTSS.

That said, an FPS limit is superior to no FPS limit with double buffer V-SYNC, so long as the framerate can be sustained above the refresh rate at all times. However, G-SYNC’s ability to adjust the refresh rate to the framerate eliminates this issue entirely, and, yet again, beats V-SYNC hands down.



3694 Comments For “G-SYNC 101”

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dimacbka
Member
dimacbka

Hi. I really liked this article. But I have a couple of questions. I have a new PC that gives 800 fps in cs2. How do I set up this gsync+vsync+reflex bundle correctly? My monitor is 280Hz. I’m confused, do I need to limit frames via the nvidia panel? Yesterday I turned on “delay” on Ultra and reflex+boost. In the game, the frames were around 260. With the fps_max parameter 0

mike-lesnik
Member

Hello, jorimt! My question is more about input delay than G-sync, but I decided to ask it here because I really like your style of response — simple and clear.
I don’t quite understand what role frametime plays in input delay? It is often written that frametime is the time needed to create a frame, but 60 frames of 16.6 ms each can be created by either an underloaded or overloaded GPU. On the screen, we see the same framerate and frametime in both cases, but the resulting input delay will be different…
That is, the frametime is not “the time it took the system (CPU-OS-Engine-GPU) to create the frame”, but “the time allotted for displaying the frame by the display before the next one appears”?

dpawelcz
Member
dpawelcz

I’m having an awful time trying to get Street Fighter 6 feeling good on my Zephyrus G14 gaming laptop. It has a 120hz OLED screen. I swear in game it doesn’t feel like its getting 120hz, and feels input laggy.
The game is locked at 60fps, and it feels as if its running at 60hz. Outside the game i’ve confirmed im running at 120hz on the display. I have gsync ON and vsync ON in the nvidia control panel. I’ve also noticed that no matter what, sf6 starts with vsync on in the settings and i have to turn it off every time manually. I suspect that might be the issue.
Any tips would be greatly appreciated

anthony3192
Member
anthony3192

When I activate vsync from the nvidia app per profile, therefore from game to game (as you advised me) some games like the witcher, wukong, fortnite are limited to 225fps (I have a 240hz monitor) while other titles like Valorant and Cod have an unlocked frame rate, so they are not limited. How come?

18koko
Member
18koko

For games that do have Reflex but don’t reach my monitor’s max FPS, should I set Reflex to On + Boost, enable V-Sync in the NVIDIA Control Panel, and cap the FPS to something stable?

And for games that don’t have Reflex and also don’t hit my monitor’s FPS, should I set Low Latency Mode to Ultra in the NVIDIA Control Panel, turn on V-Sync, and again cap the FPS to something maintainable?

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