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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lmyx
Member
lmyx

The RTSS FPS limiter (or any FPS limiter for that matter, in-game or external) is only active when the framerate is sustained above the set FPS limit. Whenever the framerate drops below the set limit, the limiter is effectively inactive until the framerate is once again sustained above it.

Does it mean that if I set in-game frame limiter to let’s say -5 frames of monitor frequency and also set NVCP Max Frame Rate setting to -2 frames, in such scenario only in-game limiter would work?
I would like to set NVCP Max Frame Rate globally and use it as precautionary measure in case game does not have in-game limiter or I forget to set it.

Ghokury
Member
Ghokury

What do you think about this topic ?

user2422
Member
user2422

when using gsync + vsync what is “better” manual in game fps cap 3 below refresh rate or reflex?

what would be the best competitive low latency tear free setup?

are there differences in latency, frame times or 1%/0.1% lows between the two?

and when using reflex as the cap should i uncap my fps in game or keep the manual fps cap as a backup?

leovaz
Member
leovaz

Hey! So, there is a specific game that I play with FPS uncapped. I’d like to know if there’s any downside of having g-sync on in that case, as the game will constantly hover over the g-sync range turning it on and off during the match.

I dont have any tearing in this game, but turning off G-sync on NVCP for that specific game makes alt tabing really annoying as my monitor keeps flasing when doing it. That is way I’d like to know if keeping g-sync on even without a FPS limit could cause me some problem (with frame time, input latency, etc).

Thanks in advance!

nanasister
Member
nanasister

Hi, great guide! I have a quick follow-up question. Apologies if this has already been asked.

So, from what I understand, G-Sync makes your monitor match its refresh rate to your in-game FPS — like if you’re getting 120 FPS, the monitor runs at 120 Hz — to prevent screen tearing.

If that’s the case, then for games that are locked at 60 FPS, does G-Sync make the monitor run at 60 Hz? And if so, does that mean the game would feel less smooth, kind of like playing on a low refresh rate monitor?

One more thing I’m wondering about: I turned on the refresh rate display on my monitor while G-Sync was enabled, and I noticed the refresh rate kept jumping around — it wasn’t stable. For example, in a game running at 60 FPS, the refresh rate was fluctuating between around 40 to 70 Hz instead of staying steady at 60 Hz.

Is that normal?

Thanks.

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