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.”



3700 Comments For “G-SYNC 101”

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user234098
Member
user234098

Hi, Sorry if this was already asked before but I couldn’t find an answer. I know you said that you avoid reflex in games where the fps is above your monitors refresh rate, but I was wondering about a competitive game like Fortnite performance mode, where I get around 400fps when not fighting, but has many frame drops all the way to 240fps or a little below that. My monitor is the AW2725df 360hz oled with freesync. I dont use freesync/g-sync on Fortnite because I already get such high fps and don’t notice screen tearing and want the lowest input lag at all costs. So my question is, should I enable reflex (or reflex+boost, which I currently have enables) in Fortnite, and would it increase input lag at all, or only decrease input lag because I know that pretty much every source I could find would say to turn it on for Fortnite, but I know that lots of people don’t know exactly what they are talking about. Thanks

Tavo
Member
Tavo

Hi! Thanks for always replying. I apologize in advance if this question has already been asked, but it’s something I can’t seem to clarify. I have a stock 10700k, RTX 3070 Ti, and a GSYNC-compatible 165Hz monitor. I mainly use it to play World of Warcraft retail. I use G-Sync On + NVCP V-Sync On. My question is: should I use RTSS as an FPS limiter if I use Reflex in the game? Which Reflex option do you recommend? thanks u so much!

anthony3192
Member
anthony3192

I’m looking for a dry and precise answer, if I set the reflex active, with gsync and vsync from the ncp, how should I keep the low latency mode active from the ncp? I keep it on ultra. I ask you this because for games that don’t have reflex cameras I’m forced to set the fps cap to obtain the lowest possible latency? Or is it also okay to enable gsync+vsync+ultra low latency? Another question, I read that you wrote that ultra low latency mode could have worse performance for 1%L, how do you recommend setting it? How did you set it all up? I would like a permanent setting so I can forget about it.

hentfreaka
Member
hentfreaka

Just to be sure: does it still not matter if i choose to Limit my fps via Nvidia (576.88) or RTSS?

Are both performing the same?

PS: I sometimes read Nvidia App might also cause frame time spikes. Any thoughts on that? I mainly use it for RTX HDR.

Krazzeekane
Member
Krazzeekane

I can’t find any mention of what to do with the ‘Triple Buffering’ option in NVCP/NVPI. I know to disable any in-game triple buffering options, but bo I set it the NVCP option to on or off? I read it only works for OpenGL games which I do play sometimes as I like older games. Just wasn’t sure if it would make any difference one way or the other, and I can’t find anything recent on about it.

I use a g-sync capable display (LG-27GR83Q-B), and have followed all the other options you listed and everything is running great. Just unsure about the Triple Buffering option.

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