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.

G-SYNC Demo

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 & V-SYNC

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.”



3052 Comments For “G-SYNC 101”

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shuaka
Member
shuaka

hey i’m using borderless windowed and am experiencing some weird interactions with the fps limiter(should i even fps cap in windowed/borderless?) i set the limit to 138 and game is stuttery but whne i set it to closest limit like 143 stutter is gone and with no cap it seems to run the same as with 143 hz cap but when in a fight scene the fps jumps over the desired 144hz.
1-do you need a fps cap in borderless windowed?
2-why does the game stutter when caping at lower than 143/142/141 the lower the worse it gets?
3-will it run as stuttery if my fps drops under 143 due to other circumstances and not the fps cap?

Moshercycle
Member
Moshercycle

If I have a 144hz monitor, get 109-141 (141 is my cap) fps in warzone, would it be better to have Vsync on or off? My average is roughly 120-130 fps from what I’ve noticed as I do not know how to properly find my average.

Also, would it be recommended to change my fps limit to ~120?

BlackStorm82
Member
BlackStorm82

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?

KFRAG
Member
KFRAG

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.

BlackStorm82
Member
BlackStorm82

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

overwatch [battle(non)sense]

FPS=130 LOAD=54-55%
IN-GAME: FPS CAP=130 / [GAME] V-SYNC ON
G SYNC[ON] LOW LATENCY [OFF]

Longest delay 42 / average delay (20 test) 31.87 / shortest delay 26
————————————————————————-
FPS=130 LOAD=54-55%
IN-GAME: FPS CAP=130 / [GAME] V-SYNC ON
G SYNC[ON] LOW LATENCY [ULTRA]

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?

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