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.



3879 Comments For “G-SYNC 101”

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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?

pangtali
Member
pangtali

For Low Latency Mode what if an FPS limiter is already in use, reflex is not available, but fps always exceed refresh rate?

tenki
Member
tenki

Hello,

Thank you for your amazing guide, I am always following it very carefully and it was for me an immense help.

I have some questions though because I think that my setup is not 100% optimized

I have a desktop MSI QD-Oled 360hz 1440p, but I switch the refresh rate to 120hz because I usually do not play games more than 120fps , and my desktop gaming have a 5080 GPU and 9859X3D Ryzen.

For my questions:

– In NVCP I have like your guide and I have have v-synch set to default, gsync on only for full screen and LLM off. In game I have for sure V-sync on. I have no idea if it is better to cap the frame rate to 116fps with NVCP or RTSS because sometimes in game I have frequently shutterings when I cap, no matter what game is. Should also be cause because LLM Is off?

– Based on the question before, I don’t understand when it is the case to enable the limiter in game. Should it be a slider or more like a selectable option ( 60fps, 120fps, uncapped etc). I usually have every time uncapped, but is there a certain rule for it?

– sometimes in games I go over 120fps and oscillates every time , but not reaching 120fps or less. Though when I cap, I even go down ( not stable) , how is that possible? Should I not cap

– OLED on 240hz is flickering so much with G-sync, this is another reason why I put 120hz, but if you suggest to put 240hz and that’s it let me know.

Thank you so much in advance and sorry for my long comment!

asari7k
Member
asari7k

im still a bit confused. so i want to play dbfz at the lowest latency possible bc its a fighting game capped at 60 fps and im playing on a 240hz monitor. so whats better g sync + v sync (in ncvp) on with low latency mode on ultra or just disable g sync and v sync but low latency stil on ultra . bc ive seen some videos on youtube that tested capped 60fps games at higher refres rate and it gives lower latency so when i use g sync is automaticly caps it at 60hz so doesnt that just completly ruin the g sync vs v sync setup ?

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