G-SYNC 101: G-SYNC vs. Fast Sync


The Limits of Single Frame Delivery

Okay, so what about Fast Sync? Unlike G-SYNC, it works with any display, and while it’s still a fixed refresh rate syncing solution, its third buffer allows the framerate to exceed the refresh rate, and it utilizes the excess frames to deliver them to the display as fast as possible. This avoids double buffer behavior both above and below the refresh rate, and eliminates the majority of V-SYNC input latency.

Sounds ideal, but how does it compare to G-SYNC?

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

Evident by the results, Fast Sync only begins to reduce input lag over FPS-limited double buffer V-SYNC when the framerate far exceeds the display’s refresh rate. Like G-SYNC and V-SYNC, it is limited to completing a single frame scan per scanout to prevent tearing, and as the 60Hz scenarios show, 300 FPS Fast Sync at 60Hz (5x ratio) is as low latency as G-SYNC is with a 58 FPS limit at 60Hz.

However, the less excess frames are available for the third buffer to sample from, the more the latency levels of Fast Sync begin to resemble double buffer V-SYNC with an FPS Limit. And if the third buffer is completely starved, as evident in the Fast Sync + FPS limit scenarios, it effectively reverts to FPS-limited V-SYNC latency, with an additional 1/2 to 1 frame of delay.

Unlike double buffer V-SYNC, however, Fast Sync won’t lock the framerate to half the maximum refresh rate if it falls below it, but like double buffer V-SYNC, Fast Sync will periodically repeat frames if the FPS is limited below the refresh rate, causing stutter. As such, an FPS limit below the refresh rate should be avoided when possible, and Fast Sync is best used when the framerate can exceed the refresh rate by at least 2x, 3x, or ideally, 5x times.

So, what about pairing Fast Sync with G-SYNC? Even NVIDIA suggests it can be done, but doesn’t go so far as to recommend it. But while it can be paired, it shouldn’t be…

Say the system can maintain an average framerate just above the maximum refresh rate, and instead of an FPS limit being applied to avoid V-SYNC-level input lag, Fast Sync is enabled on top of G-SYNC. In this scenario, G-SYNC is disabled 99% of the time, and Fast Sync, with very few excess frames to work with, not only has more input lag than G-SYNC would at a lower framerate, but it can also introduce uneven frame pacing (due to dropped frames), causing recurring microstutter. Further, even if the framerate could be sustained 5x above the refresh rate, Fast Sync would (at best) only match G-SYNC latency levels, and the uneven frame pacing (while reduced) would still occur.

That’s not to say there aren’t any benefits to Fast Sync over V-SYNC on a standard display (60Hz at 300 FPS, for instance), but pairing Fast Sync with uncapped G-SYNC is effectively a waste of a G-SYNC monitor, and an appropriate FPS limit should always be opted for instead.

Which poses the next question: if uncapped G-SYNC shouldn’t be used with Fast Sync, is there any benefit to using G-SYNC + Fast Sync + FPS limit over G-SYNC + V-SYNC (NVCP) + FPS limit?

Blur Buster's G-SYNC 101: Input Lag & Optimal Settings

The answer is no. In fact, unlike G-SYNC + V-SYNC, Fast Sync remains active near the maximum refresh rate, even inside the G-SYNC range, reserving more frames for itself the higher the native refresh rate is. At 60Hz, it limits the framerate to 59, at 100Hz: 97 FPS, 120Hz: 116 FPS, 144Hz: 138 FPS, 200Hz: 189 FPS, and 240Hz: 224 FPS. This effectively means with G-SYNC + Fast Sync, Fast Sync remains active until it is limited at or below the aforementioned framerates, otherwise, it introduces up to a frame of delay, and causes recurring microstutter. And while G-SYNC + Fast Sync does appear to behave identically to G-SYNC + V-SYNC inside the Minimum Refresh Range (<36 FPS), it’s safe to say that, under regular usage, G-SYNC should not be paired with Fast Sync.



3890 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
user2422
Member
user2422

In an earlier comment you mentioned that ULLM is somewhat inefficient compared to Reflex or a manual limit, if i were to use Gsync + Vsync + ULLM, would that starving of the max queued frames and the potential stutters that come with it even apply considering that ULLM is auto limiting the fps in this configuration? Like does it limit low enough to prevent this from even happening?

Also when using Gsync + Vsync and then only enabling ULLM via Inspector without setting max pre-rendered frames to 1 (which ULLM would’ve otherwise done if it was applied via NVCP or NVApp), would this then be just an auto limiter without the other effects of ULLM? I’ve tried this configuration in-game and the auto limit still applies but I’m unsure whether or not ULLM will have any other impact in this configuration.

eonjr
Member
eonjr

Hi, thank you for the guides! But I have something to ask. My laptop has a 300hz refresh rate that is also GSync compatible. I have it capped at 285 using a formula that I saw on a Reddit post a while ago (via NVIDIA APP > Max Frame Rate).

I unfortunately get this gray flickering during gaming but I can get used to it. However, what I cannot stand is, when I tried using editing software (like Adobe Premiere Pro), the flickering was also present despite me having turned off GSync specifically for that app (via NVIDIA App). Is there something I am doing wrong? What can be done to completely eliminate flickering for non-game apps?

HagenKL
Member
HagenKL

Hey, the article talks about GSync with the Module. Is the Behaviour the same for GSync Compatible (aka Freesync monitors?)

Apache3m
Member
Apache3m

Naturally, with MFG enabled, Reflex limits my FPS from 240 to 224; however, if I disable V-Sync in the Nvidia Control Panel, I hit 240 FPS with MFG on.

Mark Rejhon
Admin

It bears worth noting that 224 vs 240 is extremely small (1/224)-(1/240) = 0.3ms frametime difference. It’s more about geometrics (e.g. 200fps vs 400fps vs 1000fps) that is much more noticeable. It’s possible to have a much smoother 224fps and a much worse 240fps that looks rougher-motion than 224fps. It’s all in the microstutter/tearing mechanics, and how you prioritize visual fidelity. A great test is to strafe in CP2077 and watch for microstuttering/tearing. This is one of the ways to compare framepacing quality of VRR and capping mechanisms.

Those using VRR and framegen are often looking to improve smoothness without prioritizing on esports latency, so this is often prioritized for solo games like Witcher and CP2077. Turning off Reflex and still using VSYNC ON is another way to get 240fps with smoothness, but that increases latency dramatically on top of the latency that framegen gives, so it can veer into distraction territory.

Reflex + framegen + VRR is a good “acceptable-for-solo latency” compromise, and lagfeel can actually still feel similar to the original pre-framegen framerate (with latency countermeasured turned off).

Apache3m
Member
Apache3m

Hi – I have a setup with a 9800X3D and an RTX 5080, along with an MSI 321URX QD-OLED monitor.
Could you tell me what I should do when gaming with NVIDIA’s Frame Gen (MFG) enabled? Should I stick with the G-Sync + V-Sync + Reflex settings, or do you recommend something else?

wpDiscuz