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.

NVIDIA Control Panel Retirement

As of NVIDIA driver version 610.47, the NVIDIA Control Panel has officially reached EOL:

“After 20 years of dedicated service, the classic NVIDIA Control Panel is officially retiring for Game Ready and Studio Drivers. For NVIDIA RTX PRO users, the NVIDIA Control Panel will continue to be supported until we have migrated professional features to the NVIDIA app

Existing installs of the NVIDIA Control Panel will remain on users’ systems, unless they perform a clean installation, and users who still need the NVIDIA Control Panel can continue to download it from the Microsoft Store, but we won’t be adding features, fixes, or other changes.”

While the original NVIDIA Control Panel settings locations will be retained below, the NVIDIA App settings locations are now also included for a more up-to-date reference.

G-SYNC Activation

“Full screen” / “Enable for full screen mode” (exclusive fullscreen-type functionality only) is automatically selected when a supported display is connected to the GPU. If G-SYNC behavior is suspect or non-functioning, tick off, apply, tick on, and apply.

G-SYNC Windowed Mode

“Full screen and windowed” / “Enable for windowed and full screen mode” allows G-SYNC support for legacy windowed and borderless windowed modes. This option was introduced in a 2015 driver update, and by manipulating the DWM (Desktop Windows Manager) framebuffer, allows 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. As such, per-profile application of this mode is optimal vs. global. See Closing FAQ #5 for instructions.

Note: this setting may require a game or system restart after application; “Show indicator” / “G-SYNC Indicator” can be enabled to verify it is working as intended.

G-SYNC Preferred Refresh Rate

“Highest available” is automatically selected when G-SYNC is initially 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-type modes. For games being run in legacy borderless or windowed modes, the desktop always dictates the refresh rate.

  • NVIDIA App
    Settings location

    The NVIDIA App does not expose the legacy “Preferred refresh rate” setting.

    While it is no longer directly accessible in the app, like with the NVIDIA Control Panel, it is still automatically selected when G-SYNC is initially enabled, just internally, and can alternatively be accessed via the NVIDIA Profile Inspector (download here):

    Blur Buster's G-SYNC 101: Control Panel

  • NVIDIA Control Panel
    Settings location (legacy)

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 “Vertical Sync” entry is automatically set to “Use 3D app setting” / “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.”



3867 Comments For “G-SYNC 101”

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BlackStorm82
Member
BlackStorm82

First of all, thank you. God of knowledge.

I got a lot of knowledge here first.
I also learned that the only difference between nvidia LLM ultra and on is the frame limit.

But I have a question.

Why did nvidia announce in the official presentation that if LLM mode is used as ultra, inputlag will be less than on?
Did you announce the result including frame restriction?

And I haven’t quite understood that it works best between 60-100 frames.

crudo
Member
crudo

Hey, since my PC is not strong enough for more than 60 stable fps in warzone, I limited the FPS to 60.
Is that the right way or should i disable FPS limiter because it would’t ever reach the 144 fps anyway?

gid1
Member
gid1

Hello, I have a question about in-game frame limiters. Do developers usually account for the recommended ~-3 frames? For example, if a game has an option to limit presets such as 144, if that is selected, would they limit it to ~141 (or whatever arbitrary number) behind the scenes, or is it a full 144? Meaning it is not reliable?

oliverds
Member
oliverds

Hello Jorimt,

i am a bit confused about the combination of G-Sync and V-Sync.

I am running the following system:

Intel 8700K @ 5 GHz / Gigabyte Aorus Extreme 2080ti Waterforce / 32 GB RAM DDR4-3000 / LG 34UC89B with native G-Sync.

I usually do simracing, espeacially with Assetto Corsa, which is a very CPU-intense simulation (only uses one core), so that the cpu can often reach 94% occupancy when having 50-70 cars on the track.

To reduce the cpuz occupancy, i use a framelimit of 70, in some situations the fps can go down to 55, but this does not bother me.

In the NVCP, i set G-Sync on and use the max. aviable refresh-rate of the monitor. Beforce beeing confronted with several videos, i was using G-Sync together with Fastsync activated in the NVCP, but now i think that this combination isn’t really the best.

What is the best combination of a low input-lag and acceptable cpu-occupancy? G-Sync with activated V-Sync and my 70 FPS-cap? This is really confusing.

With best regards and thanks in advance,

Oliver

TheBeker1
Member
TheBeker1

I’m having trouble with micro stutter, present in all games, i followed the guide, and even tried to clean install drivers and windows, but the stutter is still present, even in the NVIDIA Pendulum demo, the stutter happens inconsistenly, but and of course, there’s a framerate fluctuation that happens with it, i have a 1080Ti and a 9600k, 16gb of ram, and a 1tb SSD.

One of my friends has the same problem, and i’ve seen that is not uncommon on forums, can i blame faulty hardware. or is there something more i can try?

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