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”

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Joselaba97
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Joselaba97

Hey, I have the quite the unique scenario for current “next-gen” gsync displays, particularly the one’s marketed as part of the “gsync esports” program. I recently have purchased the Viewsonic Elite XG271QG, it’s a 240Hz 1440p “Gsync” monitor equipped with the actual gsync module and the reflex low latency analyzer. There is unfortunately very little information about this monitor specification, and whether or not it is equipped with the actual next gen module rated to utilize the upcoming mini-LED HDR gsync displays. However, I have reason to believe it utilizes the next-gen module. For starters, it comes pre-equipped with the reflex low-latency analyzer (has all of the current settings available but doesn’t do any measuring since geforce experience isn’t installed on my PC), contains a “gsync esports” mode which disables the OD settings and what I can only assume activates the variable OD parameter (This setting was seen on MSI’s latest livestream in which the monitor they were advertising contained the same toggle option, “Gysnc Esports”). It does not look like ULMB sync since I am very sensitive to that feature, and I would’ve noticed the black frame insertion if this were the case.

Now Nvidia claims that these monitors are configured out of the box to utilize this feature-set, and the only thing required for latency measuring is the overlay activation through the Geforce Experience software itself. However, this setting toggle is not the only thing available on the monitor itself. It contains the three main options for the overdrive setting, a ULMB toggle that only becomes available when activating it through the NVCP, and additional sRGB setting that disables the contrast slider itself, gamma & color temps, gamma clamp, the whole nine yards. This quite possibly is one of the most feature packed monitors on the market today, regardless of the lack of local dimming for HDR and the “ultimate” certification.

So that leads to the conclusion, and concerns, of this brief analysis. Is it possible that the fully-fledged gsync esports feature can be optimally utilized with geforce experience only? It activates fully with the base nvidia driver (NVCP), the most current one, but activating something like reduced buffering will automatically max utilization to 99% when the fps cap is disabled. This is vastly different than my previous gsync compatible display that actually utilized RB to its fullest potential and kept my utilization around 70% with the same in-game settings and varying the fps respectively to match that low utilization. (as reported by Afterburner, Gears 5 In-game vysnc utilized, fps cap vs off, reduced buffering utilized for the fps cap disabled). Thus, the aforementioned latency/fps measurements lead me to believe that this instantaneous maxing of gpu utilization is either a driver issue, or geforce experience needs to be installed to fully-utilize the frame pace/fluctuation that nvidia provides through gysnc. Because it certainly used to fully utilize reduced buffering before with my gsync compatible monitor.

maxfury
Member
maxfury

Hi, thanks for the good guide!

I have a question. Is there any relationship between low latency mode and 1% & 0.1% low frame rate? Because I found significant improvement in 1% & 0.1% low when I set low latency to “ultra” and turned off “Nvidia reflex” in games. (Ex. 1% low 180 >> 225 , 0.1% low 90 >> 140 in Overwatch 1440P)

I don’t know why but frame drops if turning on “Nvidia reflex” or setting low latency mode to “on”.

pm1221
Member
pm1221

Hello,

first I wanted to thank you for that well written guide! Since I updated my new setup new pc and display (gsync comptible) it looks like nothing works, no vsync no gsync, not when set up ingame and also not in the control panel. I tried different windows versions 10/11 it also looks like that my old gsync Monitor with Build in gsync has now also screen tearing on my new pc. If I limit ingame my fps I have the feeling that it gets even worse (if I read correctly in the article than because I capped myself)
I also set the refreshrate in the windows display settings to 144

Im not sure since I updated from an 11 year old pc, and now reaching 170-250 frames in games. So this behavior is normal? On my old setup I had never encountered any screen tearing with just gsync on in Nvidia control panel (vsync everywhere off)

I tried so many things and nothing seems to work, I run stress tests and benchmarks and I can achieve great scores with the gpu, so I’m not sure if the gpu can still be broken.

smoothnobody
Member
smoothnobody

you wrote this article 5 years ago and you are still responding to this comment section. respect.

my QN90A tv supports VRR, but not g-sync. i can’t seem to figure out how to turn on VRR. i’ve tried game mode, PC mode, VRR always says off. i do not see VRR in nvidia control panel, but i do see g-sync when in game mode even though g-sync is not supported. even with g-sync enabled, my tv says VRR is off. what am i not understanding?

18koko
Member
18koko

For competitive valorant with 240hz. Would you recommend to enable g sync, v sync, and llm for?

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