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.”



3696 Comments For “G-SYNC 101”

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Treeplex
Member
Treeplex

Hello, I have a BenQ Zowie XL2566K monitor, I play story games and was wondering if I should enable Adaptive-Sync and if I did the right thing by disabling AMA to achieve a cinematic picture?

As for the G-Sync settings in the NVIDIA Control Panel, is it worth setting a frame limiter if my system isn’t even close to achieving 360fps? And which NVIDIA Reflex mode is better to use: “Enabled” or “Boost”?

lucnl123
Member
lucnl123

Hi, I was playing the last of us part 1 and I was using the in game fps limiter and I found the game to be very stuttery but if I were to use RTSS or NVCP FPS limit, it looks better, I thought I would use the in-game FPS limiter as it would be better for input latency, but I’m assuming the external FPS limiters help with frame pacing?

mike-lesnik
Member

Hello jorimt! Thank you for answering the same comments for all these years, I am amazed at your patience. xD
What can you say about the option of limiting FPS in RTSS based on Reflex (not async)?

heret1c701
Member
heret1c701

Good afternoon! Can you tell me if I understood your recommendations correctly?
I have a 165 Hertz monitor G-Sync Compatible.
1.I turn on NVCP – Gsync in fullscreen mode and, if necessary, in a window.
2.Enabling NVCP – Vertical Synchronization (On).
3.Launch in the game and Disable VSYNC in game options.
4.Turn on Nvidia Reflex if available, if not, we turn on the low latency mode (On) in NVCP.
5.In the game, we limit FPS to 158 Hertz.
6.Profit!

If my game has a frame rate of 73 to 118, I can limit it to 60 to keep the frame rate flat and stable, but do I need to turn on “Nvidia Reflex” or “Low Latency Mode”? Or as an example Battlefield 5 has no “Nvidia Reflex” and the frame rate is higher than my monitor, do I need to turn “Low Latency Mode” to “Ultra” or limit the frame rate to 144 and Low Latency Mode to “On”?

Did I get it right?

anarhi
Member
anarhi

I’ve been experiencing an issue with my monitor (G-Sync fully supported Dell G2724D). I have a dual monitor setup with an old 60hz Samsung TN panel monitor (I don’t even know what model it is). G-Sync is fully set up on the Dell monitor per your guide and is working as intended. However, in games that are locked to or below 60fps I am experiencing an INSANE amount of judder. Instead of extending the displays, I duplicated them and noticed that the game feels MUCH MORE smoother on the Samsung monitor. I’ve tried troubleshooting in numerous ways including changing cables, locking the Dell monitor refresh rate to 60hz, G-Sync on and off with various other adjustments, plugging the cable into a different DP slot on my GPU, changing the response time setting of the monitor, various NVCP tweaks and changes but nothing seems to be helping.
I have a 4070 TI Super that I recently got when I built my new PC, but this exact same issue was occurring with my old laptop that had a 2080. I haven’t been able to find any forum posts or any other source having this exact problem so I am writing here. Hope someone can help me.

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