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.”



3072 Comments For “G-SYNC 101”

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kizx
Member
kizx

hey 😀 , quick question was gives the less latency between RTTS to cap frame or NVCP? thanks

jtcuth48
Member
jtcuth48

Hey Jorimt! Apologies if this has been asked before.

If the game does not have customizable vsync settings and it’s forced on (mainly looking at the From Software games here), is enabling vsync in the control panel still optimal? Will in-game vsync on and the control panel vsync conflict and create any adverse effects? Should I let the 3D application decide in this case?

Thanks!

kizx
Member
kizx

Hello Jorimt, I have a question for the longest time I have like weird feels bad/ stuttering /frame drops idk how to call it in my league of legends game due to dual monitor my primary being 140 hz and my secondary being not the same 60 hz. After reading your post about imput-lag I managed to isolate to problem by going full screen with G-sync-V-sync on in the nvidia control panel but then I keep reading you also mention that if the game we are playing doesnt allow to set a custom value for fps we must do it with RTTS or insane nvidia so I did 141 inside Nvidia. My question is do I need to change it to 141 even if I have the V-Sync on from nvidia or not? But then I kept on reading and also tried the low latency mode on and ultra. From my testing ( very hard to tell the difference ) I think ON gives me the lowest latency and I think ultra gives me the best Hz, frames stability of every animations but overall I do feel like I have more latency having V-sync then not having it. capping my fps at 141 in Nvidia control panel with G-Sync and low latency ultra or ON do seem to feel like im at lower latency with no tearing but its not as perfect than if I had V-Sync on…

What should I do to have the best of both worlds : low latency feeling smooth but also no hz monitor/frames issues.

Thank you.

finaltidus
Member
finaltidus

Hi Jorimt! Glad to see that you are still active here. Sorry I have some very noob questions on my recent weird observations on certain games which I play.

I have recently upgraded my monitor and graphics card to a G-Sync compatible 4k 144hz Dell G3223Q and RTX 4070. My CPU is i5-8600K so I understand that I may experience moderate to severe CPU bottlenecking. On the latest Nvdia 551.52 driver.

My current settings on NVCP are as follows with my target as having the lowest input lag following your optimal settings article.

G-Sync – ON
V-Sync – On
LLM – Ultra

All of my games stay way below the 144fps threshold without any fps limiter. The G-sync range for this monitor is 48-144hz.

Recently I play this game Robocop- Rogue City. There is no Reflex support on this game. With the above settings, my fps is around 60-70fps but with MAJOR stutters until it’s almost unplayable. It cannot be my CPU bottleneck as the CPU is around 40% utilisation. My GPU also ranges from 80-90% utilisation.

I was trying frantically to try to resolve this stutter problem but to no avail. Then for the fun of it, I just set LLM to off and tried out the game. Guess what? No stutters and GPU utlisation went to 99% most of the time. My FPS went to around 80-90fps and very smooth!

I tried to set LLM to Ultra and Off again to ensure that this wasn’t a one off event. But no. LLM Ultra=stutterfest while Off=smooth

Any reason why this is happening? Should I then set LLM as Off for my case in all games going forward for games that DO NOT support Reflex?

In my other games that have Reflex, I set it as On+Boost as default and so far no problems with it.

I understand that Reflex will override LLM regardless of the setting in NVCP.

What then should be the optimal settings in my current specs and objective in achieving lowest input lag, tear free experience and minimal stutter? I am not keen on trying every single game I have and having to tinker with the settings all the time as I have 100+ games on my PC so I would appreciate a general guide to an optimal settings.

Thank you so much!!! 🙂

Thxt
Member
Thxt

Turn LLM on “ON” or “OFF”. You can find it https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/8/. I think in ur case you want to set LMM to “ON”, just check the link i sent for jorimt’s answer.

finaltidus
Member
finaltidus

Thanks!!

ChemicalCthulhu
Member
ChemicalCthulhu

Hey jorimt! Thanks for the awesome and in-depth guide, I just had a few questions for clarification…

1. If the game has an FPS limiter that maxes out at 120fps, and I have a 165hz Monitor with the correct Gsync Settings (-3 from refresh rate, vsync on in NVCP, etc), do I turn off the frame limit in NVCP? Or do I leave it on? Are there any other settings I add to this?

2. If I’m playing a game that I can’t reach my max FPS on (162FPS in this case), do I set my FPS to the limit it can hold via NVCP but still follow the -3 minimum rule? (So for example, if I can only reach 100FPS do I set my limit to 97FPS?)

3. Is there any way to minimize screen flickering when using GSYNC or is this just something I have to contend with? For reference, I am using an MSI G273 Monitor that falls under the “Gsync Compatible” category, and the flickering is mainly on loading screens.

Thanks again, jorimt. I look forward to your response!

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