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.


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 (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.”

3099 Comments For “G-SYNC 101”

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I’ve been having an issue, where my monitor’s refresh rate will go down all the way to and stay at 67hz even though the in-game frames are locked at 141 (valorant)

And it also happens in brave (the browser) but in brave it doesn’t stay at 67hz, it jumps between 50hz~ all the way to 144hz

It doesn’t happen in Apex Legends or Kovaaks.

I noticed sometimes with Valorant it gets fixed by switching freesync off and on through the monitor or by turning off the frame cap, alt tabbing out and in, then turning the frame cap on again.

Monitor AOC C27G1
GPU = RX 6700XT

I’m asking here because I’ve looked everywhere and have barely found anyone with the same issue


Quick question that I would like clarification on and I know you’re the one that would know for sure!

If I’m using 144Hz which is my maximum available refresh rate with my FPS always being well below maximum and fluctating within G-Sync range (say average of 80-120FPS at all times) and G-Sync is working correctly does this mean that my screen is only refreshing with whatever current FPS I’m experiencing or is it always refreshing 144 times each second?

Thank you! <3


Thanks for answers! And a couple more questions

I have a lg gl83a 144hz monitor (8 bit+frc). (dp connection)

1) In the Nvidia control panel, there is a choice of 8bit color and 10bit color. Does this choice affect LFC and Gsync in any way?
2) Which is better, Display Scaling or GPU Scaling for modern displays and GPU’s? Does it somehow affect Gsync?
3) Question about LFC. Elden Ring example. DISPLAY SCALING. Menu – 60FPS – 60HZ. When I lock fps at 30, I get 60hz in the monitor statistics, when at 40fps – 80hz, but already with 50FPS it shows 60-70HZ, as I understand LFC work. LFC in Gsync/freesync monitors always ON BELOW 48fps threshold?


Ok, i test LFC and scaling more. When i use display scaling 8 bit/10 bit doesnt matter, LFC work as above, but when i use nvidia sharpening (that setting toggle gpu scaling on) and 8 bit – my HZ on monitor always double/triple. In main menu it shows 60fps – 144hz and stay and 120hz-140hz range all the time (i have almost stable 60FPS). But in 10 bit color – my HZ on monitor should 64HZ on 60FPS (max 100hz). Am i right that in MY monitor LFC no working correctly via display scaling and GPU scaling at 10bit and the only way to play is gpu scaling+8bit? or it work the same as display scaling but show me different statistics but fps*2 work anyway? And gpuscaling + 8 bit gives me flickering
But why gpuscaling + 10bit works the same as dispalyscaling 8bit/10bit, but in gpuscaling (due to sharpening) in 8 bit works another way?

I understand that it may be offtopic question, but here to many users with freesync premium and i think that all of them have the same LFC questions to gsync


What I’m working with: i9 13900 / RTX 4090 / Asus 1440P 360Hz monitor.

Settings question: Currently I play 2 games. Apex Legends & Overwatch 2. I have been running with NO VSYNC + GSYNC and have been reaching FPS cap for both games (Apex: 300 FPS / OW2: 600 FPS) Regardless of reaching FPS caps in the games I play, what is the optimal settings you guys would recommend? Before the current hardware I used to run GSYNC ON / VSYNC ON in NCP, OFF in game, CAP FPS 3 under monitors refresh rate. Would you still recommend doing this regardless of hardware? Also what about Low latency mode? ON / ULTRA / off? Thank you so much in advance!


Hello, disregard my other question, I’m not getting the tearing anymore after changing to virtual Fullscreen, I don’t think that game ever fully supported true fullscreen.

But I have another question, for frame limiters, is ultra low latency mode or Rivatuner better? (If reflex is not available) I’m interested in the smoothest non stuttering performance, which of those two is better for that? Thanks