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.”



3020 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
tsipouras
Member
tsipouras

Hello i recently got a new monitor the 27g2 a g sync compatible monitor. But i still get screen tearing in some games only when my fps are uncapped or locked in 144 (tried 141 too still didnt work) screen tearing only stops after i enable v sync in game or i cap the fps in 120 any solution?

Derp
Member
Derp

Doom Eternal FPS problems with Nvidea fps lock activated? (3080 TI)

Question
So I just got a 3080 TI, run it with 16 GB Ram, i7 8700k and play on a 144hz (g sync) monitor in 1440p.

I gotta wind up to my circumstances, but bear with me plz.

I have v sync disabled in every game ofc but activated overall in the nvidea panel. I limit fast reaction games via nvidea to 141 fps to get the smoothest experience. Like you suggested.

Now to Doom Eternal: This should run far beyond 144 fps even with raytracing (ofc without DLSS) for everything I know. So I was kinda surprised as I got stable 120-136 fps and never more (steam overly FPS counter + ingame fps counter showed the same).

Out of curiosity I then unlimited the fps in the panel and started up anew. Now 2 things happened: My steam overly fps counter doesn’t work anymore and I got stable 144fps o0

Soooo my question is: Anyone else that can try to replicate this or varify it? Also maybe someone has similiar problems.

I noticed the same thing with PUBG. The in game fps filter was way more stable than the nvidea one.

tap77
Member
tap77

Hi, and thank you for all your work.

I have some questions regarding G-sync/V-sync and fps limiter. I have a 144hz monitor that is g-zync compatible and for RPG games i usually cap the fps at 60 fps with g-sync enabled and 144 hz refresh rate active.

Should i keep 144hz, or is it better to change refresh rate to 60 hz with 60 fps cap? I know that 60 hz increases frametime numbers, but i don’t understand if that’s a good thing with 60 fps cap, or not.

I mean, if my monitor is set to 144hz (in windows) with g-sync enabled and i cap fps to 60 fps, wouldn’t that mean that my monitor would run at 60 hz ingame (give or take) anyway because of g-sync doing it’s thing? Does this mean that i should cap fps to 58 instead? Maybe i’m answering my own questions here, I just want to make sure that i have understood this correctly.

Would you recommend v-sync enabled with 60 fps limit, with 144hz/60hz, and g-sync? I have read about v-sync’s role in g-sync celing, but i’m not sure if it has a purpose when i cap fps way under refresh rate (60 fps).

Thank you.

onegin71
Member
onegin71

I’ve encountered a strange thing while playing Black Ops CW. I started noticing stutters in certain situations on some maps and after checking in-game limiter which I set for my G-Sync monitor, I found out that the limiter doesn’t work properly and FPS constantly goes 3-5 fps above limit. I know that BOCW runs on DX12 and I read many times on the internet that it is better optimized for DX11 ( probably because it uses old COD engine). So, I’ve decided to switch to DX11 using launch options in the client app (Battlenet). After following standard procedure I entered -d3d11 in the “Additional command line arguments” box and started the game again. No luck! The game still runs in DX12 and
there was no error message or anything strange. Then I tried to do the same through the Windows by going into exe shortcut and entering -d3d11 in the “Target” box after the exe file name. Same result: nothing changed and no error messages. What could be the problem and the solution?
My Specs:
ASUS ROG Strix GL702VM
i7 6700hq 4 cores at 2.6 Ghz
GTX1060 6 Gb
16 gb RAM at 2100 MHz
512 Gb NVME ssd boot drive

Joselaba97
Member
Joselaba97

Just wanted to say thank you for the prolonged work and research you’ve been putting into your findings.

I have some questions and concerns regarding, multi-display configurations utilizing discordanant refresh rates, while one of them being gsync compatible, and also while utilizing DX12 applications with OBS game capture. I’ve also noticed that a good amount of DX12 games have been implementing reflex and other gsync compatibility optimizations as well, so this has expanded the amount of variables to consider for minimal input latency implementations.

For Gears 5, I utilize the NVCP vsync, the internal frame cap system (144 fps), gsync-compatible: full-screen mode only, and the reduced buffering option. However, I’m concerned as to what gsync and vysnc implementation should be used together, specifically the full-screen/full-screen & windowed mode and ON, OFF, Fast, and 3D application setting, respectively. I often stream the game and have noticed a considerable amount of input lag w/ occasional stutters with that concurrent configuration, regardless of the fact that it should be the configuration with the least amount of input lag. I’ve considered that it’s probably due to the secondary 60Hz monitor, but that is essential since it’s utilized to monitor chat and other related tasks while gaming on my 240Hz g-sync compatiable monitor. I also minimize OBS to the system tray in order to ensure that no hardware-accelerated tasks are interfering with the actively rendering game and its respective frame-pacing system.

Also, given that Nvidia has begun implementing optimizations for LLM and gysnc & vsync, is ULLM an option to consider regardless of the RB setting in-game?
Is there something that I have personally overlooked w/ respect to NVCP and the game?
Should I consider using the fixed refresh rate instead? (240Hz, I currently have the NVCP set to Prefer highest refresh rate)
Are there any setting recommendations that you would recommend for my current application? (w/ respect to windows settings, NVCP, and in-game)

Conclusively, gsync has been more of a headache to handle with rather than a “cool” optimization to use in-game. So I ask if you could please provide me with any information regarding my current application and optimization suggestions. Thank you

wpDiscuz