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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BlackStorm82
Member
BlackStorm82

Hello~!

nvidia Virtual Reality prerendered frames

Does it affect general games, not VR devices?

ter030
Member
ter030

This is so confusing.
Explain to me this…

I tried going with Gsync+Vsync on in NVCP and i DO feel noticable input lag while playing FPS games…
But the thing that confuses me is that if i turn gsync on with vsync off in NVCP i shoud fall off the sync range,right?

In other words.
Whats the entire purpose of Gsync if you turn vsync off?
You still get tearing,you still get incosistent frametimes… So gsync gets 100% pointless there.

Now if i’ve about to combine and turn them both on.
I don’t see any difference then vsync being turned on even without gsync function. (same input lag,stutter,ocassional freezing)

It’s like there is no change at all.
Vsync ON (noticable input lag, risk of stuttering)
Vsync OFF (tearing)

I don’t feel the difference of gsync function at all. (and yes, i did read multiple explaiantion on it and still dont get it)

ODSYViper
Member
ODSYViper

I have experienced the same thing when playing modern warfare. Gysnc + Vsync on in control panel introduces significant input lag. Gsync + Vsync on in game seems to resolve the issue. I’m really not sure why.

Aldagar
Member
Aldagar

Does Freesync interact well with in-game VSYNC? I’m asking because with Radeon GPUs you can’t force driver VSYNC, and because some games (and emulators) have forced VSYNC ON.

It is my understanding that VSYNC swaps the back and front buffer when the display reaches the Vertical Blank Interval. Does Freesync (or G-Sync for that matter) override this behaviour when below the display’s maximum refresh rate? Can different VSYNC implementations cause problems?

BlackStorm82
Member
BlackStorm82

Does G-sync affect the frame?

Achilles68
Member
Achilles68

Are the recommended settings for every game?
For example I’ve seen this article cited a lot for fortnite, but when researching this for CSGO people say to keep it uncapped.

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