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.



3852 Comments For “G-SYNC 101”

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Iriodus
Member
Iriodus

So, 2 separate but related questions:

1) For games that use the Vulkan renderer, like Doom Eternal, should we be using borderless fullscreen or exclusive fullscreen?

2) Not sure if you’d know the answer to this one, but since Proton on Linux uses a DirectX-to-Vulkan translation layer, should people use the recommendation for question 1 above, or say if a game is DirectX11 before taking into account the DX-to-Vulkan translation do use Fullscreen/Exclusive Fullscreen as if we were on Windows.

For reference, I’ve replicated the optimal G-Sync setup on my Linux machine, and since switching I’ve just been doing “If it’s originally DX11 or lower? Fullscreen/Exclusive Fullscreen. If it’s originally DX12? I use borderless fullscreen”

ksydew
Member
ksydew

Sorry for posting so much but I have one last question, I just bought the acer Nitro XV275U F5BIIPPRX, it’s a free sync premium Pro monitor but isn’t g sync certified. It should still work with g sync no problem right? I have it turned on same usual settings, g sync indicator is working and on in the top right corner, but just want to make sure it’s fine? It seems like it is but I’m not the expert

ksydew
Member
ksydew

With the newest drivers nvidia has now gotten rid of the nvidia control panel. Does this change anything for how to implement g sync? Has it changed any behavior to your knowledge? I keep g sync on, v sync on and use a frame rate limiter of RTSS. I also use v sync globally. I just had to use DDU due to sudden instability after installing the newest drivers and that’s when I found out nvcp was missing.

Flop
Member
Flop

What’s the best way to go about using both technologies? My main game is CS2, where i use Fixed Refresh. I want to use G-SYNC in pretty much every other game though. It seems that in order to do this, i have to enable G-SYNC in the global settings, then set CS2 to Fixed Refresh in Program settings. I would rather do this the other way around though (though it doesn’t work) since I play CS2 most of the time, and the long alt-tab times are annoying (unless there is a way to fix them) due to the game not using G-SYNC, while the rest of the operating system operates with G-SYNC.

tearxinnuan
Member
tearxinnuan

I have a new question. I have two monitors, both of which support G-SYNC. However, I only use one screen for full-screen gaming, while the other is used for watching videos and browsing the web in extended screen mode. I’d like to ask if both monitors need to have G-SYNC enabled simultaneously? Their refresh rates are also different. I only want the primary gaming screen to perform at its best, so will the setup for both monitors be relevant? Looking forward to your answer.

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