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.”



3057 Comments For “G-SYNC 101”

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DemaRCO45
Member
DemaRCO45

Thank you for this wonderful guide! I’m saving up to buy my own GSYnc monitor, and can’t wait to get it, so this article will really come in handy when that time comes 🙂

I do have a question.

Is it better to cap frame rate with RTSS or NVCP v3 Limiter?

This question popped into my head after watching Battle(non)sense’s video about this here: https://www.youtube.com/watch?v=W66pTe8YM2s

It’s been 3 years since he posted that video, and now I’m wondering if anything has changed since then.

With all the updates the RTSS received, and NVIDIA drivers released, have these frame rate limiters improved in a way so that the input lag is now closer to that of the in-game’s FPS limiters?

Also, what about frame times? Which of these two provides more consistent and stable frame times?

I don’t have proper tools to monitor input delay, and as frame times are concerned, I can only use MSI Afterburner’s OSD, so I was hoping you can help me with this, as it seems you’ve done plenty of testing with these tools,

So, out of these two, which one provides the least amount of input lag, and consistent, stable frame times?

snosh23
Member
snosh23

ive tried the gsync+Vsync -3 fps limter and i notice tearing at the very bottom of my monitor and i can get it to go away the only solution that seemed to somewhat work was lowering my fps to 180 i have a 240 monitor so i hate to keep having to lowerit but if thats the only way then so be it i guess but if somebody could help i would greatly appreciate it. specs rtx 3090 ryzen 9 5900x 3600mhz ram

leet.Smithy
Member
leet.Smithy

Thank you for a thorough and insightful article!

I’ve never experienced screen tearing while using RTX 3080. But I recently replaced the graphics card with RTX 4080 and noticed that even with G-Sync “On” and an active frame cap at 140 FPS (with a 144Hz-monitor), there was some tearing in most of the games 😔

At the same time in the Nvidia Pendulum test G-Sync works properly. But in a game tearing disappears only if I set 120 fps cap. What can be done with this, could you tell me? Thanks!

alonzo_waters
Member
alonzo_waters

Hi, Amazing post I must say! I am having some trouble. I have a 1440p 240hz Gsync ultimate monitor with a 3080 & 13th gen cpu. I am trying to set up apex to run smooth so I followed this guide as in Gsync on + vsync nvcp on with vsync off in game while reflex is on & fps cap with RTSS. My game stutters no matter what with this set up when dropping out of ship regardless of my stable fps. It’s specifically when I look around. When I turn reflex off in drop ship, I can look around without any problems, very smooth.

Once I’m on the ground and playing with these settings, it continues to look very choppy when I look around. It happens when I move my mouse in a circle motion (my fps graph is stable while this happens). I also noticed when I put the command +fps_max 0 the game seems to run a little more smooth but when I delete that command, the game becomes extremely choppy while looking around.

I’m just wondering if I am doing anything wrong on my end as far as my setup? My temps are fine, background apps are not taking many resources at all & I’ve tried many optimizations with NVCP. Pretty desperate at this point as I invested good money into this setup. Thanks you advance! I really appreciate it!

NookFPS
Member
NookFPS

Yooo

Alonzo. I had the same issue and i was going crazy. I always had micro stutters and i didnt know where it was coming from. So for me its running now like this:

NVCP Vsync ON
RTSS Framerate 3 Frames under your Screen refresh rate.

Thats it. For me it was the Framerate limiter. The ingame Apex caused microstutters and the Nvidia Limiter also.

Take the first Option on this link but only with RTSS

https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/14/

Ganzo
Member
Ganzo

I’d like to follow this up by adding that Apex (along with some other games) seemingly has an issue with mouse polling rate for some people. I’ve been grappling with stutters in that game for literal years and I finally figured out that setting my mouse polling rate to 500hz fixed it for me. It seems to be a windows thing, though anecdotally it appears to be plaguing more AMD users than anything else. That, plus forcing fullscreen optimizations through the registry or compatibility manager (a program specifically made to edit those registry values because the checkbox available in windows is broken and does nothing on its own), seems to have fixed most of my issues.

This is mostly conjecture from my troubleshooting and research, so if Jorimt or anyone else has any additional advice or knows how to overcome these mouse polling rate issues and just run your mouse at its full polling rate, please do inform me as I still struggle with these problems in other games, especially DX12 ones which do not allow you to disable fullscreen optimizations (as far as I know).

Kincior
Member
Kincior

What do you think I should run in cs go?

180 Hz with G-Sync + Vsync (NVCP) capped at 177/8 fps
or
165 Hz No Gsync, no Vsync, and uncapped fps?

On one hand I have higher refresh rate but on the other; lower latency.

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