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.”



3852 Comments For “G-SYNC 101”

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huzzl3
Member
huzzl3

Hey jorimt,

I’ve been having some graphics issues in games for a while that seem to be related to G-SYNC and figured I’d ask here.

Quick recap: I’ve been using G-SYNC for about 6 months and had used the settings you’ve recommended, and everything worked perfectly fine. On April 9th however, I installed the windows update 20H2 and Nvidia’s 465.89 (was previously using 461.92). Ever since then, I’ve had a few issues while playing games (LoL and BTD6, both fullscreen). These problems include:

* Parts of my screen flickering every few minutes
* sometimes, there’s some weird lag / delay in those games, that I’m convinced is not related to latency / packet loss (I have checked LoL’s net log reader tool and the issues occur even with 0 packet loss)
* Occasionally, my main monitor (144 Hz) locks to ~ 42 fps, until I reset some settings in NVCP or the windows refresh rate settings. This happens both in-game and out of games.

Here are some recordings:

https://streamable.com/hcbjz6 – Recording from my phone. Black flickering part towards the end.
https://imgur.com/a/T0ITbov – Screenshots that show screen flickering.
https://streamable.com/fui5nf – Note the red horizontal line flickering.
https://streamable.com/gqc8j3 – Some weird delay in games.

Setup: CPU is i7-10700, GPU is RTX2060. I play games only using my main monitor, which is G-SYNC compatible – AOC G2590PX (144 Hz). Second monitor is S27F350 (60 Hz).

As for settings, I use the ones recommended on here:
G-SYNC enabled for full-screen only, NVCP V-Sync on, NVCP Low Latency Mode on (have tried ultra as recommended by Nvidia, but same problems occur), NVCP Max framerate 141, in-game V-Sync turned off

For a while, lots of people had issues with Windows update KB5001330 (https://www.reddit.com/r/Windows10/comments/mqvhpa/kb5001330_bad_gaming_performance/), but eventually they released a fix (https://www.reddit.com/r/Windows10/comments/mxkl9a/microsoft_issues_emergency_fix_for_gaming/).
Unfortunately, that fix didn’t solve my problems. I’ve tried uninstalling both the Windows updates as well as the GPU drivers (using DDU) multiple times, but these issues remain.

Do you have any idea what could cause them or what I could do? Turning G-SYNC off and trying different settings (V-Sync on/off, in-game on/off, using in-game fps cap etc.) also results in delay, so I’d prefer using G-SYNC.

Best regards

Hardstyle0490
Member
Hardstyle0490

Hello @jorimt,
Can you contact me on WhatsApp

I would like to pay you and you help me to setup my gaming computer. Im struggeling with my g sync.
About 1hour of screenshare

Are you up ? 🙂
Bests regards

Venz
Member
Venz

Hello. Many thanks for your great work. I have a question for my config and build. I have a Samsung G7 (1440p 240Hz). My GPU is a RTX 3080.

My config gsync is :
Gsync “ON” + Vsync “ON” (NVCP) + Vsync “OFF” (ingame) + Limit FPS 237 (NVCP) + NULL “ON”

I play Warzone and have an average of 120fps, what would be my best setup to do ?

My framerate is lower than the refresh rate of my screen (240Hz and 120fps ingame).

Thank you for your help!

18koko
Member
18koko

I’ve read the whole article and most of the comments but I still quite don’t get it. I’m new to PC and I only play competitive valorant. My monitor is 144hz and my fps ingame is somewhere between 120 to 160. Should I enable g sync and v sync on for reduce latency?

BlurDawg
Member
BlurDawg

Hello again Jorimt, hope you’re having a great day.

I have a question less related to gsync and more to do with render latency. I’ve noticed as I turn the resolution down, the render latency reduces even at the same fps. In fact I have found that @60fps capped the render latency is around 11.5ms at 1080p compared to 16-18ms latency when capped at 60fps 1440p. At 720p the render latency dropped even further.

As far as I understand, render latency is linked to input latency. Does this mean that for example with console games that are capped at 60fps @4k, the input latency is much higher than it could be if the game was instead rendered at 720p? Since the GPU is doing less work per frame?

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