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.”



3195 Comments For “G-SYNC 101”

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Mr.Future
Member
Mr.Future

so i got a 4k 160hz monitor from Acer called”XV275k P3″
when i turn all the way to 4k 160hz 12bit(or 10bit) with g sync on and play games in fullscreenwindowed mode,i found out that in battlefield 2042,fortnite and call of duty warzone ,it stutters when i switch back and forth between in game and desktop,
while it doesnt happen when i play apex or valorant or even the last of us.and when stutters happened,it usually showed the DP signal icon on the top right corner on the screen
so i wonder what may cause this problem coz when i switch back to 144hz,it all smooths out,may it be the problem of driver board or anything?

Mr.Future
Member
Mr.Future

i set the max framerates at 141 while i got a 144hz fresh rate monitor,but when i turn on the frameview it only shows that FPS in game only max out 138hz no matter what i do,i just wonder why

Alex UA6
Member
Alex UA6

Hey brother, I hope all is well. I just recently discovered something in the AMD adrenaline software called enhanced sync. I’m curious if when using freesync would you recommend using in-game vsync or AMD enhanced sync?

HITMANek
Member
HITMANek

Hello, amazing post! If you could help me out with my problem that would be amazing.
About 3 weeks ago I got myself a brand new PC (i9-13900k and rtx 4080 from zotac) but unfortunately, after playing some games for a while I started to experience some issues with frametime spikes. (No matter what games I played).

I did some testing with MSI Afterburner in multiple games (GTA5, CSGO, NFS Heat, Valorant) and no matter what settings I used or what refreshrate I set I got frametime spikes. I checked if it was caused by any background tasks or external devices. I also reinstalled windows and all the drivers but still, nothing helped. I don’t experience any usage spikes (CPU, GPU, Memory) like I used to get with my old setup.

I still have my old monitor iiyama g-master gb2760qsu (144hz, 1ms, FreeSync). In the end, I applied all the settings you mentioned in this post (G-sync ON, Vertical sync ON, FPS limiter) and it actually managed to soften the stutters but they are still noticeable. The monitor is not G-sync compatible so I still experienced some issues like the screen going black for a split second.

Is there any possibility that those frametime spikes/stutters are caused by the monitor?

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?

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