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.”



3747 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
Omie
Member
Omie

If I have a dual monitor setup and I solely use my second monitor for web browsing, watching YouTube/Twitch, etc. should I tick the box in NVCP to enable G-sync for the second monitor as well?

Currently I have G-sync set to Fullscreen only on both monitors, with the G-sync setting checked on the second monitor as well.

My main monitor (Dell S2716DG) is G-sync capable as it has a G-sync module. My second monitor (Acer XFA240) is G-sync compatible and listed on Nvidia’s list of G-sync compatible monitors.

Thanks.

Rebo
Member
Rebo

Hey there Jorimt,
Appreciate all the hard work and constant testing and feedback you give us!
Just want to make sure I am doing this right..
I have a 240hz G9 odyssey, the wide boy, and I am still on a 2080ti which is still great, but never am I actually reaching anywhere near 240 fps. That being said, my GPU can get pretty dang hot when it was running unchecked on this 49″ monitor, so I have since employed the help of RTSS and Gsync + Vsync. My question is specfically referring to whether I capped my frames appropriately or not and whether I should leave my monitor at the highest refresh rate or not (as I’ve read through the other posts it looks like that is a yes). I have my Framerate limited at 80 (this feels stable in most games) on RTSS and have Gsync and Vsync on. I have heard you want the frames to be a multiple of the refresh rate as to avoid any possible stutter or skipping? Thanks in advance, the Gsync journey has been a wild one and I am just happy to have it actually working finally.

Vickyy
Member
Vickyy

Hello ! I started playing a Skyrim V Anniversary Edition and wanted to ask because its 60 fps limited because of the engine i guess, i used mod for it to unlock it to 144 fps for 144 hz monitor and G-Sync + V-Sync feels like adding to much of input lag like is not same on other games with G-Sync. Using V-Sync off G-Sync off 150 fps limit works normal in input lag with some bottom tears, G-Sync – V-Sync in Nvidia Control Panel and disabled V-Sync for the game, Nvidia control panel fps limit to 141, tryed both game locked to 141 and nvidia one off and reverse, game one off and nvidia limiter on, its aways same thing, im not sure if its possible this to be cause from that the game is Borderless not actual Fullscreen and this probably doesnt use G-Sync and use only V-Sync makeing the higher latency but even with V-Sync disable is same so i dont really know, the game is not so new but still should be way to manage it to work fine i guess. Using G-Sync + V-Sync NVCP in game V-Sync off Nvidia limiter 141 fps in game limter off do same resoults as G-Sync + V-Sync OFF NVCP in game V-Sync off/on tryed both NVCP limiter 141/ in game limiter 141 fps tryed both again, all sotuations do same input lag, tryed enabling Low Latency Mode ON not Ultra and its still same. I hope you understand what i mean if i havent explained things correctly.

Vickyy
Member
Vickyy

VRR – Variable Refresh Rate is enabled in Graphics Settings of Windows.

Vickyy
Member
Vickyy

Monitor if needed – HP 25X ( G-Sync Compatible )

Zehdah
Member
Zehdah

Hello Jorimt, hope you’re well. I have a bit of a weird question. I have a 240 hz monitor and a 3080 and I’ve been playing a lot of Monster Hunter Rise and Iceborne. I may be wrong, but games like this don’t seem to benefit from 240hz as much as a FPS would, so I’m wondering to lower the temps and strain on my GPU if I could cap it lower at something like 120-140, if I do that, what FPS would be best to cap at?

necrovamp
Member
necrovamp

Your main argument to support turning vsync on, is that without it, you will still get some screen tearing.
In addition you say that the “virtually no input lag is added” with vsync turned on.

In my opinion, it’s heavily based on your specific monitor’s capabilities,

Personally, My monitor has no screen tearing that I can see during use, in addition, when I first got the monitor and was experimenting with settings, having vsync on did seem to have a noticeable effect on my input latency.

I have also tried 2-3 additional monitors with my system in it’s current configuration, and some of them do have screen tearing with this setup, my most recent test the acer predator 4k display had an extremely large amount of tearing without fullscreen mode enabled and/or vsync enabled.

Your article sounds good on paper, but I wrote this comment due to seeing the article on facebook and other’s posting with responses similar to mine, who have no reason to even turn it on since they do not have any visible screen tearing.

My only additional assumptions I could make based on my personal setup is that my monitor, the GIGABYTE M27Q, has 0% inverse ghosting and a decent 5ms response time, as tested by hardware unboxed

If you want to double down on your article , It would be nice to see some testable data in regards to your claims.

Input latency tests, proof of screen tearing, tested in a wide variety of games with a large variety of monitors.

wpDiscuz