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.

NVIDIA Control Panel Retirement

As of NVIDIA driver version 610.47, the NVIDIA Control Panel has officially reached EOL:

“After 20 years of dedicated service, the classic NVIDIA Control Panel is officially retiring for Game Ready and Studio Drivers. For NVIDIA RTX PRO users, the NVIDIA Control Panel will continue to be supported until we have migrated professional features to the NVIDIA app

Existing installs of the NVIDIA Control Panel will remain on users’ systems, unless they perform a clean installation, and users who still need the NVIDIA Control Panel can continue to download it from the Microsoft Store, but we won’t be adding features, fixes, or other changes.”

While the original NVIDIA Control Panel settings locations will be retained below, the NVIDIA App settings locations are now also included for a more up-to-date reference.

G-SYNC Activation

“Full screen” / “Enable for full screen mode” (exclusive fullscreen-type functionality only) is automatically selected when a supported display is connected to the GPU. If G-SYNC behavior is suspect or non-functioning, tick off, apply, tick on, and apply.

G-SYNC Windowed Mode

“Full screen and windowed” / “Enable for windowed and full screen mode” allows G-SYNC support for legacy windowed and borderless windowed modes. This option was introduced in a 2015 driver update, and by manipulating the DWM (Desktop Windows Manager) framebuffer, allows 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. As such, per-profile application of this mode is optimal vs. global. See Closing FAQ #5 for instructions.

Note: this setting may require a game or system restart after application; “Show indicator” / “G-SYNC Indicator” can be enabled to verify it is working as intended.

G-SYNC Preferred Refresh Rate

“Highest available” is automatically selected when G-SYNC is initially 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-type modes. For games being run in legacy borderless or windowed modes, the desktop always dictates the refresh rate.

  • NVIDIA App
    Settings location

    The NVIDIA App does not expose the legacy “Preferred refresh rate” setting.

    While it is no longer directly accessible in the app, like with the NVIDIA Control Panel, it is still automatically selected when G-SYNC is initially enabled, just internally, and can alternatively be accessed via the NVIDIA Profile Inspector (download here):

    Blur Buster's G-SYNC 101: Control Panel

  • NVIDIA Control Panel
    Settings location (legacy)

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 “Vertical Sync” entry is automatically set to “Use 3D app setting” / “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.”



3852 Comments For “G-SYNC 101”

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WIS6T
Member
WIS6T

Quick question: Now i have i5-8600 @ 5.0GHz and 1080Ti – 16 GB Ram, current settings:
Nvidia Panel: V-Sync – ON, In Game: OFF
Limit CAP: 141 fps, im playing only Battlefield V msi afterburner – riva showing 141fps in game and 7.0ms delay its ok? if i change to 142, it will change something?

franman
Member
franman

Based on the graphs, you’ve only shown the hertz comparison with both G-sync and V-sync enabled + frame cap. If you disabled V-sync would I get even less input lag?

NOTE: I’m going for a fighting game locked at 60 fps on a monitor that can be overclocked to 165Hz; would 165Hz: G-sync w/ V-sync OFF (NVCP) + 60 fps limit provide the most optimal performance and experience for a fighting game?

asryan
Member
asryan

Hi,

i’ve noticed a weird flickering at the top of the screen in most games.

I have a 1080ti and an asus pg348q

The only way I found to make that disappear is to turn on fast sync but then I have stuttering in game so it’s obviously not a good solution.

Does someone else has this issue? How to solve it?

I set up the parameters as told on that page

Vsync ON in NVCP
GSync full screen
RTSS at 97 fps (monitor refresh rate-3)

Thanks a lot for the help

justin
Member
justin

Hi jorimt, you did a realy great arcticle and this site best i know for informations like this!

Im using an 1440p overclocked 165HZ Acer Monitor with an i7700k and Gigabite Aorus 1080ti for shooter games and searching for the lowest possible input lag. With my favorite in game graphic settings mostly i get 160-200 fps.
my conclusion for lowest input leg:
i should disable gsync, vsync(game and nvcp) and tripple buffering and set the game on fullscreen. sure i earn a bit tearing but seems thats no problem for me.
Im right? anything else i can do?

do you think the bit more input lag with your recomended gsync settings (how much more you think in ms?) would be noticeable (gsync on, vsync nvcp on, rtss cap 162hz(there is no ingame cap option)?

Many thanks!

Yiox
Member
Yiox

Admittedly an edge case, but there are Souls-games which are 60 fps capped AND switch your refresh rate forcefully to 60 Hz – even if you set to “use highest available” in the driver.

For comparison:
Dark Souls 1 Remastered
IG Vsync off and set to driver app controlled.
Runs at 60 fps cap and lets you switch correctly to 165 Hz refresh rate, looks smooth without any issues.
As it runs fine I haven’t tried if forcing off Vsync or forcing it on would make a difference, but could be interesting comparing latency?

Dark Souls 2: SOTFS
IG Vsync is always on with no setting to change it when set to driver app controlled.
Runs at 60 fps cap and uses only 60 Hz refresh rate, looks smooth but likely has higher input lag because of Vsync?
Forcing Vsync off in the driver causes constant massive tearing in this game.
So might as well force Vsync on in the driver to ignore the game’s settings in case the devs messed up further stuff with it.
Can apparently fix it with 3rd party program “Special K” to run at higher refresh rate.

Dark Souls 3
IG Vsync is always on with no setting to change it when set to driver app controlled
Runs at 60 fps cap and uses only 60 Hz refresh rate, looks smooth but likely has higher input lag because of Vsync?
Forcing Vsync off in the driver causes constant massive tearing in this game.
So might as well force Vsync on in the driver to ignore the game’s settings in case the devs messed up further stuff with it.
Can apparently fix it with 3rd party program “Souls unsqueezed”(a variant of “Special K”) to run at higher refresh rate.

Capping to -3 fps below refresh rate (57 fps then) in DS2 and DS3 isn’t feasible as the game speed/logic is tied to it in both cases.
So in regards to the 3rd party solutions for DS2 and DS3: I wonder if getting the refresh rate fixed to 165 Hz and let the game run with forced Vsync off at 60 fps would provide better latency than the Vsync on (per application or driver forced)-state has now?
Or if just getting refresh rate fixed to 165 Hz and leaving Vsync on (either ingame or per driver) would improve latency?

Could you look into that if it’s worth messing with those 3rd party solutions in those games (and maybe if forced Vsync settings in DS1 make a difference)?

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