G-SYNC 101: G-SYNC vs. V-SYNC OFF


Beyond the Limits of the Scanout

It’s already been established that single, tear-free frame delivery is limited by the scanout, and V-SYNC OFF can defeat it by allowing more than one frame scan per scanout. That said, how much of an input lag advantage can be had over G-SYNC, and how high must the framerate be sustained above the refresh rate to diminish tearing artifacts and justify the difference?

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

Quite high. Counting first on-screen reactions, V-SYNC OFF already has a slight input lag advantage (up to a 1/2 frame) over G-SYNC at the same framerate, especially the lower the refresh rate, but it actually takes a considerable increase in framerate above the given refresh rate to widen the gap to significant levels. And while the reductions may look significant in bar chart form, even with framerates in excess of 3x the refresh rate, and when measured at middle screen (crosshair-level) only, V-SYNC OFF actually has a limited advantage over G-SYNC in practice, and most of it is in areas that one could argue, for the average player, are comparatively useless when something such as a viewmodel’s wrist is updated 1-3ms faster with V-SYNC OFF.

This is where the refresh rate/sustained framerate ratio factors in:

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 shown in the above diagrams, the true advantage comes when V-SYNC OFF can allow not just two, but multiple frame scans in a single scanout. Unlike syncing solutions, with V-SYNC OFF, the frametime is not paced to the scanout, and a frame will begin scanning in as soon as it’s rendered, regardless whether the previous frame scan is still in progress. At 144Hz with 1000 FPS, for instance, this means with a sustained frametime of 1ms, the display updates nearly 7 times in a single scanout.

In fact, at 240Hz, first on-screen reactions became so fast at 1000 FPS and 0 FPS, that the inherit delay in my mouse and display became the bottleneck for minimum measurements.

So, for competitive players, V-SYNC OFF still reigns supreme in the input lag realm, especially if sustained framerates can exceed the refresh rate by 5x or more. However, while at higher refresh rates, visible tearing artifacts are all but eliminated at these ratios, it can instead manifest as microstutter, and thus, even at its best, V-SYNC OFF still can’t match the consistency of G-SYNC frame delivery.



2207 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
pib
Member
pib

Hello

You mention

“G-SYNC reverts to V-SYNC behavior when it can no longer adjust the refresh rate to the framerate, 2-6 frames (typically 2 frames; approximately an additional 33.2ms @60 Hz, 20ms @100 Hz, 13.8ms @144 Hz, etc) of delay is added as rendered frames begin to over-queue in both buffers, ultimately delaying their appearance on-screen.”

.

How are 2-6 frames of delay added? Wouldn’t the most amount of delay possible be 1 refresh rate cycle, since that’s how long the GPU is waiting for the monitor to finish refreshing? If the GPU finishes rendering it’s frame before the monitor finishes it’s scan-out, does the GPU just sit and wait around and do nothing?

Anna Rei
Member
Anna Rei

Hi, I’m using an LG C1 at 4K 120hz. If I’m playing more demanding titles and I’m around the 60fps range, will g sync still work just fine? And if it mostly hovers around 60, should I just cap the fps to 60?

Maulcun
Member
Maulcun

G-SYNC + V-SYNC + Low Latency Mode Ultra feels smoother. Thank you for the tips.

Low Latency Mode Ultra automatically limit your framerate to 4 fps below your max refresh rate. So… You dont need limit your framerate manually via NVCP.

Yulian
Member
Yulian

ello my system
Monitor Q27G2S/EU
CPU Ryzen 3700X
Video card MSI 1060 6 GB
RAM 16 GB

In games 200 + FPS, 165 Hz is set everywhere (Desktop, game, Nvidia) but there is no smoothness in games

Yulian
Member
Yulian

Hello my system
Monitor Q27G2S/EU
CPU Ryzen 3700X
Video card MSI 1060 6 GB
RAM 16 GB

In games 200 + FPS, 165 Hz is set everywhere (Desktop, game, Nvidia) but there is no smoothness in games

wpDiscuz