G-SYNC 101: Control Panel

G-SYNC Module

The G-SYNC module is a small chip that replaces the display’s standard internal scaler, and contains enough onboard memory to hold and process a single frame at a time.

The module exploits the vertical blanking interval (the span between the previous and next frame scan) to manipulate the display’s internal timings; performing G2G (gray to gray) overdrive calculations to prevent ghosting, and synchronizing the display’s refresh rate to the GPU’s render rate to eliminate tearing, along with the delayed frame delivery and adjoining stutter caused by traditional syncing methods.


The below Blur Busters Test UFO motion test pattern uses motion interpolation techniques to simulate the seamless framerate transitions G-SYNC provides within the refresh rate, when directly compared to standalone V-SYNC.

G-SYNC Activation

“Enable for full screen mode” (exclusive fullscreen functionality only) will automatically engage when a supported display is connected to the GPU. If G-SYNC behavior is suspect or non-functioning, untick the “Enable G-SYNC, G-SYNC Compatible” box, apply, re-tick, and apply.

Blur Buster's G-SYNC 101: Control Panel

G-SYNC Windowed Mode

“Enable for windowed and full screen mode” allows G-SYNC support for windowed and borderless windowed mode. This option was introduced in a 2015 driver update, and by manipulating the DWM (Desktop Windows Manager) framebuffer, enables G-SYNC’s VRR (variable refresh rate) to synchronize to the focused window’s render rate; unfocused windows remain at the desktop’s fixed refresh rate until focused on.

G-SYNC only functions on one window at a time, and thus any unfocused window that contains moving content will appear to stutter or slow down, a reason why a variety of non-gaming applications (popular web browsers among them) include predefined Nvidia profiles that disable G-SYNC support.

Note: this setting may require a game or system restart after application; the “G-SYNC Indicator” (Nvidia Control Panel > Display > G-SYNC Indicator) can be enabled to verify it is working as intended.

G-SYNC Preferred Refresh Rate

“Highest available” automatically engages when G-SYNC is enabled, and overrides the in-game refresh rate selector (if present), defaulting to the highest supported refresh rate of the display. This is useful for games that don’t include a selector, and ensures the display’s native refresh rate is utilized.

“Application-controlled” adheres to the desktop’s current refresh rate, or defers control to games that contain a refresh rate selector.

Note: this setting only applies to games being run in exclusive fullscreen mode. For games being run in borderless or windowed mode, the desktop dictates the refresh rate.


G-SYNC (GPU Synchronization) works on the same principle as double buffer V-SYNC; buffer A begins to render frame A, and upon completion, scans it to the display. Meanwhile, as buffer A finishes scanning its first frame, buffer B begins to render frame B, and upon completion, scans it to the display, repeat.

The primary difference between G-SYNC and V-SYNC is the method in which rendered frames are synchronized. With V-SYNC, the GPU’s render rate is synchronized to the fixed refresh rate of the display. With G-SYNC, the display’s VRR (variable refresh rate) is synchronized to the GPU’s render rate.

Upon its release, G-SYNC’s ability to fall back on fixed refresh rate V-SYNC behavior when exceeding the maximum refresh rate of the display was built-in and non-optional. A 2015 driver update later exposed the option.

This update led to recurring confusion, creating a misconception that G-SYNC and V-SYNC are entirely separate options. However, with G-SYNC enabled, the “Vertical sync” option in the control panel no longer acts as V-SYNC, and actually dictates whether, one, the G-SYNC module compensates for frametime variances output by the system (which prevents tearing at all times. G-SYNC + V-SYNC “Off” disables this behavior; see G-SYNC 101: Range), and two, whether G-SYNC falls back on fixed refresh rate V-SYNC behavior; if V-SYNC is “On,” G-SYNC will revert to V-SYNC behavior above its range, if V-SYNC is “Off,” G-SYNC will disable above its range, and tearing will begin display wide.

Within its range, G-SYNC is the only syncing method active, no matter the V-SYNC “On” or “Off” setting.

Currently, when G-SYNC is enabled, the control panel’s “Vertical sync” entry is automatically engaged to “Use the 3D application setting,” which defers V-SYNC fallback behavior and frametime compensation control to the in-game V-SYNC option. This can be manually overridden by changing the “Vertical sync” entry in the control panel to “Off,” “On,” or “Fast.”

994 Comments For “G-SYNC 101”

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Good morning. There are so many monitors on the market.

Among them, do you still recommend xg270 as the best?

Benchmarks from other sites indicate that the HP OMEN X 25f model is better in terms of response speed and input lag.

Overall, is the ips panel, xg270 still advantageous in the afterimage?
xg270 is an ips panel, but does it have no afterimages than a tn panel?


Sorry! There are things that I did not understand because I am Spanish speaking and I only understand the basics of English. For competitive games like Overwatch, the game is limited to 138 with gsync and vsync activated. It’s okay like that? or have less delay leaving it limited to 138 but with vsync off?
PS: I have them limited with RTTS.


Is there a case where low-latency mode [Ultra] increases input lag?

overwatch [battle(non)sense]

FPS=130 LOAD=54-55%

Longest delay 42 / average delay (20 test) 31.87 / shortest delay 26
FPS=130 LOAD=54-55%

Longest delay 39 / average delay (20 test) 33.27 / shortest delay 25

OFF average delay (20 test) 31.87
ULTRA average delay (20 test) 33.27

Only tested 20 times. Is it simply an average error?


My question is: Can I enable fps limit in game and Nvidia or RTSS? It increase the delay using the both (Using console limiter + Nvidia/RTSS limiter? Is like playing CS:GO with Ultra Low Latency that limit my monitor of 240Hz to 224Hz. May I limit the game with fps_max 224 only and disable the fps limiter of Nvidia or I can use both?

Thank you!


i’m trying to setup G-Sync properly according to the optimal setting in this guide. In the game Call of Duty Warzone setting under custom FrameRate Limit I’ve set it to 138FPS because i have a 144hz gsync compatible monitor , next to this setting it has a text that says “Note that if Vsync is ON, your maximun framerate is still going to be your monitor’s refresh rate” . i turned on vsync in NVCP which this guide suggest. vsync Disabled in game setting. Does that mean the game engine will still limit my fps to 144 instead of 138? if so that is no good for gsync right ? because i want my fps to be a few fps below my monitor refresh rate
if i understand correctly. is there a way to verify if the game’s framerate limiter is capping my fps at 144 or 138 ? i have turned on the game’s fps counter , i see the counter fps number sometimes goes above 138. in between 140-142 and ocassiacionly reach 144 for like half a second and go back down. therefore i am not sure the in game fps limiter is working as intended. is the counter 100% accurate ? should i use NVCP’s frame cap instead? but that usually add more latency than in game’s setting and i dont want more latency. Any suggestions?

UPDATE: after some testing with the in game frame limit setting. it turns out the cap is working , i set the limit to 80 fps and the game indeed stay at around 80 fps reading from the in game fps counter, so it is not capping my fps at my monitor’s refresh rate with Vsync ON like the in-game description say , so i dont know why it says that. and i notice even tho i set it to 80 fps the fps counter fluctuated at around 78-83 just like when i set it to 189 it fluctuate between 136-143. so in this siutation do i trust the fps counter number? or should i set a number even lower than 138 so that i can guarantee the fps counter number would never go above my monitor’s refresh rate 144 to keep gysnc activated ?