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.”



3172 Comments For “G-SYNC 101”

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meliotablet
Member
meliotablet

Hey, I read the whole thing but I got kinda overwhelmed with my non-native english skills.

I still don’t suggest borderless or windowed mode over exclusive fullscreen due to the 3-5% decrease in performance

Let’s say I am playing a game I’d get 300 fps uncapped but since I am using your optimal settings my system only renders 141 fps. Since I have extra juice anyways can I freely use borderless for multi-monitor multitasking reasons without any drawbacks? 3-5% decrease should not hurt me since I have more than enough to get 141 fps I need for gsync/vsync on 141 fps cap settings.

Finally, just to make sure something didn’t flew over my head, can we say this is the general rule of thumb to most games for optimal results: enable vsync and gsync through nvcp, frame limit to -3 fps with rtss and if game has reflex, enable it, and that’s it?

Thanks a lot, really appreciate your efforts!

Avox1717
Member
Avox1717

Hello, I would like to ask something regarding the following quote from the article:

“While NVCP V-SYNC has no input lag reduction over in-game V-SYNC, and when used with G-SYNC + FPS limit, it will never engage, some in-game V-SYNC solutions may introduce their own frame buffer or frame pacing behaviors, enable triple buffer V-SYNC automatically (not optimal for the native double buffer of G-SYNC), or simply not function at all, and, thus, NVCP V-SYNC is the safest bet.”

I don’t quite understand why would you turn on NVCP V-SYNC or in-game V-SYNC together with G-SYNC and FPS limiter when you said it will never engage anyway. Am i missing something?

chibi
Member
chibi

Hey there, long time gsync user. I replaced my IPS panel with the LG 27″ 240Hz OLED display and I’m getting a lot of VRR flicker in games such as CS2, Apex Legends and Valorant. I’ve tried some googling and read that this is a hardware issue?

Has anyone been able to work around this? I’ve confirmed that turning off adaptive sync fixes the screen flickering. I’d like to go back to Gsync with this monitor if possible. Thank you.

Everything was working fine with my old monitor and holding FPS steadily.

Specs:
CPU: 13900ks
GPU: 3080 Ti
Ram: 48GB 7800 DDR5
NVME: Samsung 980 Pro 2TB

leovaz
Member
leovaz

First of all, thanks for this guide, it is really usefull for a lot of people.

I have a question related to GSYNC Fulscreen and windowed mode.

So, I guess we all know gsync should optimally be used in exclusive fullscreen mode, what happens is, some games only have bordeless Windows mode, and i know DX12 games on borderless window Works with gsync on exclusive fullscreen mode.

My question is, i play dota2 and i do not use DX12 on it (using vulkan), and i play the game in borderless window mode, but even with the bordeless window in the game, the gsync seems to work (exclusive fullscren in NVCP), acording to the gsync indicator. Do you know if exclusive full screen mode (NVCP) Gsync Works with most borderless Windows games today?

The other question is, the Gsync indicator is Always correct? As in, if the game doesnt use vsync in windowed mode, the indicator will never appear?

Thanks!

Naruske
Member
Naruske

So I’ve been tackling the low inputlag hunt in CS2. On an Alienware AW3423DW I have GSYNC, VSYNC, low latency on ultra.

In CS2 I have Nvidia Reflex on (not boost). With Nvidia Performance Meter I can see a render latency of about 13-15ms. It’s also buttery smooth.

With gsync, vsync and low latency disabled I get 9-11ms. I can tell the game doesn’t look smooth but input does not feel affected. I can’t judge well if it’s lower than with gsync + vsync… i’d say maybe? Bunch of question marks

Is this basically the debate for a professional esport player? Low input but a not so smooth experience or a couple of ms and a very smooth game?

I cannot wrap my head around as to why this is not the industry standard. I feel I’m the odd one out of all my friends playing CS, Valorant, Apex. The only one without an uncapped, raw game… these games feel so smooth with gsync and vsync

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