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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dotyerts
Member
dotyerts

I’ve been reading your stuff for years. Appreciate all of it.
Let me get this summarized in one quick writeup.

I have a freesync compatible monitor viotek gft27db 144hz. If i enable G-SYNC properly with my DP cable on an RTX 2070, and have VSYNC ON, as well as + NULL, then I should
1. be all good in terms of enabling GSYNCwithout the issues of VSYNC off causing tearing sometimes.
2. NOT be required to Limit my fps to 141 by using RTSS? I’m currently using it limited to 141 to stay under and avoid the buffer flip interval.
2.b. wondering if this is the case, so I can turn off RTSS and retrieve that minuscule amount of input lag it causes.

nuk_won
Member
nuk_won

Tell me if I am wrong. But I think I figured it out. G-sync it self don’t ad input lag so if i have it I might as well turn it on to get stutter/screen tearing free game play. So as I understand u turn g-sync on + vsync off find the fps by caping it 165 then 164 ect where there is no screen tearing at bottom of the screen let’s say it would be 158 then u go Nvidia control panel turn g-sync on vsync off set low latency to ultra and cap ur fps at 158 and this is the way u get lowest input lag + as it would be running a monitor who don’t have g-sync and just caping fps at 165fps but this way u don’t get the benefits as smooth game play no stuttering. This would be best only for GPU bound games like apex legends other games that use CPU this could increase input lag? Please correct me if I’m wrong or maybe I need to turn g-sync off set fixed refresh rate null set to ultra fps cap at 165. Main game is apex legends. This I how I run the game currently.

Specs pc: 87k at 4.5gh 1080ti oc. Monitor: AOC 24″ 2k rez 165hz g-sync.

Ownsin
Member
Ownsin

Hey there. Can I ask If I should turn on V-Sync in-game or from the Nivida Control Panel for my G-Sync 144hz monitor? I recently watched a video for Battlenonesene where he says turning on V-Sync inside of games is better than turning it on from the NVCP because some engines have optimizations for their V-Sync. What’s your take on this matter?

Another thing I want to bring up. Can you tell me what’s the difference between turning on V-Sync and Fastsync from the NVCP? as far as I know, Fastsync eliminates tearing, leaves the frame rate unlocked and doesn’t add nearly as much input lag as regular V-Sync, so why is it recommended that we use V-Sync instead of Fastsync?

P.S: which frame limiter do you suggest I should use.

Thank you.

gzmm
Member
gzmm

Hello, i have a samsung C24FG73, with 70~144hz freesync range.
for me, gsync+vsync in driver with 138 fps limiter seens to be working very well.
but, if a game is locked at 60 frames, the gsync will be ‘disable’, and only vsync will work, correct?
this will introduce alot of input lag, or the FLC helps?

buddersnaps
Member
buddersnaps

Hi when running a game that GPU is using 100% resources do i still want NVCP v sync set ON and low latency set to Ultra. i have g sync monitor thats 144hz. i have games capped at 141 but get about 100 – 120 most of the time. are my settings still correct when getting frames below monitor refresh rate and GPU bound using NVCP v sync ON, low latency ULTRA, Gsync ON, and in game fps capped to 141 and vsync off?

then to clarify when not gpu bound just use the “on” option instead of ultra for low latency?

also monitor has ULMB or should i just stick with gsync? if i used ULMB what would i do for vsync and latency options?

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