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.”



1870 Comments For “G-SYNC 101”

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endofyou
Member
endofyou

Hi, I have a question about the behavior of nvidia reflex when coupled with gsync + vsync on. My primary source of confusion is with regards to how exactly nvidia reflex actually caps fps.

I haven’t found a clear answer to this question, but my understanding is that reflex will utilize the nvcp fps limiter to keep fps within the gsync threshold, for example 138 fps on a 144 hz display. Is this correct, or does it utilize the in-game limiter, or perhaps a different method altogether?

If it’s true that reflex utilizes the nvcp limiter, would it be necessary to cap a 144 hz display at ~135 fps when running reflex + gsync together in order to bypass the reflex limit and thus get minimal latency? Thanks in advance.

The Mike
Member
The Mike

I also have a Dell s2721dgf monitor, and like many other been a little confusing about g sync.

What I’ve read is g sync on, v sync ncp on, frame limiter to a few fps under what my monitor can do. Isn’t that correct?

I don’t know if it’s just my slow panel, but I noticed some ghosting where black colors can hang in several frames despite fast framerate.

I keep reading that the monitor should have no ghosting, but when dark colors meet bright colors I get problems with black colors hanging in bright areas.

https://youtu.be/pGhvzTCS7wg

https://youtu.be/v9ExAH7WnlE

voicon
Member
voicon

Hello, I have a Dell s2721dgf 165hz + RTX 2060, I want to try hard in PUGB
What is the best settings to reduce lag
1 . G-sync : ON, NVCP V-Sync : On, Low Lantency NVCP : Ultra, In game PUGB FPS Limit : 162hz
2. Unlimit FPS + Fast Sync NVCP : On
( FPS PUGB of my RTX 2060 is fluctuates in the range : 120-170 fps )
I try to use Option 1, but when i playing PUGB, it still lag when i combat or when player
crowded around or when the fps is drops ) I don’t understand and I plan to try the 2nd method
( I did exactly everthing in the post of Blur and Ndvida ” https://www.nvidia.com/en-us/geforce/guides/system-latency-optimization-guide/ ” )
Can you give me some advice?

FarisQari
Member
FarisQari

Hello, I have a Asus PG259QN 360hz monitor with a 3090/5950 build, I currently play only overwatch.

What is the best settings for the smoothest gameplay?
G-sync ON, NVCP V-sync ON, Nvidia reflex: Enable + Boost & In-famerate limiter to 357?

Even though when all these settings are on it automatically caps at 327, but I still dont feel its the smoothest gameplay.

Thanks in advance.

Cowpoke
Member
Cowpoke

Hey, many thanks for this usefull info.

I have a question regarding the game i play Red Dead Redemption 2.

I have 3080TI and I9900k oc to 5Ghz with 32G of ram and the monitor is Predator 120hz Gsync.

I have resolution scale turned to 1.5 in the game for sharper/better looking immage quality.

I can get arround 55 to 60 fps depend on the location on the map with everything on ultra settings.

The problem is i can get screen tearing here and there and some pop in trees/obstacles as well.

I have Gsync turned on in nvidia panel,should i turn on Vsynk as well in that case and lower my monitor refresh rate to 60hz in both Nvidia panel and ingame? And there is an option ingame to turn Vsynk on/off/half and the refresh rate can be also adjust.

Many thanks for your expert answer, i read your artical but did not completly understand it as the game i play dont go past 60fps with my settings, but the tearing is there anyway with the pop in texture.

Have a great day

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