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.”



3061 Comments For “G-SYNC 101”

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candidate
Member
candidate

Is there any diffrence between vsync enabled in nvidia panel vs vsync enabled in game ?

octopus
Member
octopus

Great article in helping me try to understand the advantages of G-Sync.

What’s the deal with G-Sync compatible hardware? It’s my understanding that true G-Sync modules have a hardware frame buffer, so does this mean that a FreeSync monitor labelled as “G-Sync compatible”, will always be at best one full frame behind a true G-Sync monitor? Does it essentially equate to one extra frame’s worth of input lag? Is this addressed on the site anywhere?

22Green
Member
22Green

Hey jorimt, question for ya on what you think of these suggestions/comments. (more so the comments on low latency mode) There from the avsforum gaming thread I belong to with people who have the LG C9’s like myself. One user says:

Technicolor and ISF Picture Modes have more options for fine tuning your image settings, which are locked down when using the Game Picture Mode. If PC is set as the input label, you get the same low input latency with all Picture Modes, so that’s why I went with that combination.

However, that was before the updates that made the C9 G-Sync compatible. With ALLM (Instant Game Response), I don’t even use PC as the input label anymore, as it’s historically known to cause issues with HDR content. Nowadays, I just leave the input label set to Game Console and use Technicolor as the Picture Mode for everything, which is already configured to my taste.

And @22Green, since you mentioned Nvidia’s Low Latency Mode, I’d suggest switching it to “On”, universally, instead of “Ultra”, as that can negatively impact your gaming experience. I posted about it quite a few times when it was first announced, in the old owner’s thread, with recommendations from the experts at Blur Busters and Battle(non)Sense.

22Green
Member
22Green

My reply:

“I don’t even use PC as the input label anymore, as it’s historically known to cause issues with HDR content.”

Content or gaming? I tend to think some gamers mess with their PC’s /Consoles and TV settings so much they do more harm then good.

I can try that setting but over at Blur Busters I always read his (jorimt) G-SYNC articles and i’ve never seen him mentioning the ‘On’ setting. Maybe I missed it. Please explain in Ultra mode how it would negatively impact our gaming experience.

Thanks

Is the ‘On’ setting preferred over Ultra?

fanatycme
Member
fanatycme

it’s okay if i play cs:go with g sync enabled, v sync diasbled, fps cap 400? i shouldnt experience any latency because of the g sync being enabled? or should i disable it?

styroxis
Member
styroxis

Hey,

Thanks for all the hard work and the article. Excellently made and I’m sure it took a lot of time and energy, so good job.

My questions is it better to use FPS limiter built into the nvidia control panel as of drivers 441 compared to in game FPS limiters? If I understand correctly the above comparison is done with Nvidia inspector and not the nvidia control panel fps limiter as of 441.

Also you have any link or info as to what each 3d setting does and if its overwritten in the game or not? I am a little confused on that front and trying to figure it out. Like I have the same type of settings in my games and can change them there and it changes, so I presume the control panel settings don’t matter? Should I force the refresh rate from nvidia control panel? Any help or a link explaining thing would be appreciated.

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