G-SYNC 101: Range


Blur Buster's G-SYNC 101: Range Chart

Exceeds G-SYNC Range

G-SYNC + V-SYNC “Off”:
G-SYNC disengages, tearing begins display wide, no frame delay is added.

G-SYNC + V-SYNC “On”:
G-SYNC reverts to V-SYNC behavior when it can no longer adjust the refresh rate to the framerate, 2-6 frames (typically 2 frames; approximately an additional 33.2ms @60 Hz, 20ms @100 Hz, 13.8ms @144 Hz, etc) of delay is added as rendered frames begin to over-queue in both buffers, ultimately delaying their appearance on-screen.

G-SYNC + Fast Sync*:
G-SYNC disengages, Fast Sync engages, 0-1 frame of delay is added**.
*Fast Sync is best used with framerates in excess of 2x to 3x that of the display’s maximum refresh rate, as its third buffer selects from the “best” frame to display as the final render; the higher the sample rate, the better it functions. Do note, even at its most optimal, Fast Sync introduces uneven frame pacing, which can manifest as recurring microstutter.
**Refresh rate/framerate ratio dependent (see G-SYNC 101: G-SYNC vs. Fast Sync).

Within G-SYNC Range

Refer to “Upper & Lower Frametime Variances” section below…

Upper & Lower Frametime Variances

G-SYNC + V-SYNC “Off”:
The tearing inside the G-SYNC range with V-SYNC “Off” is caused by sudden frametime variances output by the system, which will vary in severity and frequency depending on both the efficiency of the given game engine, and the system’s ability (or inability) to deliver consistent frametimes.

G-SYNC + V-SYNC “Off” disables the G-SYNC module’s ability to compensate for sudden frametime variances, meaning, instead of aligning the next frame scan to the next scanout (the process that physically draws each frame, pixel by pixel, left to right, top to bottom on-screen), G-SYNC + V-SYNC “Off” will opt to start the next frame scan in the current scanout instead. This results in simultaneous delivery of more than one frame in a single scanout (tearing).

In the Upper FPS range, tearing will be limited to the bottom of the display. In the Lower FPS range (<36) where frametime spikes can occur (see What are Frametime Spikes?), full tearing will begin.

Without frametime compensation, G-SYNC functionality with V-SYNC “Off” is effectively “Adaptive G-SYNC,” and should be avoided for a tear-free experience (see G-SYNC 101: Optimal Settings & Conclusion).

G-SYNC + V-SYNC “On”:
This is how G-SYNC was originally intended to function. Unlike G-SYNC + V-SYNC “Off,” G-SYNC + V-SYNC “On” allows the G-SYNC module to compensate for sudden frametime variances by adhering to the scanout, which ensures the affected frame scan will complete in the current scanout before the next frame scan and scanout begin. This eliminates tearing within the G-SYNC range, in spite of the frametime variances encountered.

Frametime compensation with V-SYNC “On” is performed during the vertical blanking interval (the span between the previous and next frame scan), and, as such, does not delay single frame delivery within the G-SYNC range and is recommended for a tear-free experience (see G-SYNC 101: Optimal Settings & Conclusion).

G-SYNC + Fast Sync:
Upper FPS range: Fast Sync may engage, 1/2 to 1 frame of delay is added.
Lower FPS range: see “V-SYNC ‘On'” above.

What are Frametime Spikes?

Frametime spikes are an abrupt interruption of frames output by the system, and on a capable setup running an efficient game engine, typically occur due to loading screens, shader compilation, background asset streaming, auto saves, network activity, and/or the triggering of a script or physics system, but can also be exacerbated by an incapable setup, inefficient game engine, poor netcode, low RAM/VRAM and page file over usage, misconfigured (or limited game support for) SLI setups, faulty drivers, specific or excess background processes, in-game overlay or input device conflicts, or a combination of them all.

Not to be confused with other performance issues, like framerate slowdown or V-SYNC-induced stutter, frametime spikes manifest as the occasional hitch or pause, and usually last for mere micro to milliseconds at a time (seconds, in the worst of cases), plummeting the framerate to as low as the single digits, and concurrently raising the frametime to upwards of 1000ms before re-normalizing.

G-SYNC eliminates traditional V-SYNC stutter caused below the maximum refresh rate by repeated frames from delayed frame delivery, but frametime spikes still affect G-SYNC, since it can only mirror what the system is outputting. As such, when G-SYNC has nothing new to sync to for a frame or frames at a time, it must repeat the previous frame(s) until the system resumes new frame(s) output, which results in the visible interruption observed as stutter.

The more efficient the game engine, and the more capable the system running it, the less frametime spikes there are (and the shorter they last), but no setup can fully avoid their occurrence.

Minimum Refresh Range

Once the framerate reaches the approximate 36 and below mark, the G-SYNC module begins inserting duplicate refreshes per frame to maintain the panel’s minimum physical refresh rate, keep the display active, and smooth motion perception. If the framerate is at 36, the refresh rate will double to 72 Hz, at 18 frames, it will triple to 54 Hz, and so on. This behavior will continue down to 1 frame per second.

Regardless of the reported framerate and variable refresh rate of the display, the scanout speed will always be a match to the display’s current maximum refresh rate; 16.6ms @60Hz, 10ms @100 Hz, 6.9ms @144 Hz, and so on. G-SYNC’s ability to detach framerate and refresh rate from the scanout speed can have benefits such as faster frame delivery and reduced input lag on high refresh rate displays at lower fixed framerates (see G-SYNC 101: Hidden Benefits of High Refresh Rate G-SYNC).



3764 Comments For “G-SYNC 101”

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fishman099
Member
fishman099

Hey all, just wanted to post to say thanks for the guide. Implemented as described a long time ago (took several reads lol) but still works superbly well today.

Wanted to also post for those newly discovering this guide.

My set up:

LG Oled B3
Windows 11 (but worked on 10)
RTX4070ti super
Ryzen 5700x3d
32gb ram
2xNvMe

I have my control panel set to:

Gsync enabled for both full screen and borderless
Desktop/game res: 1440p/120hz
LLM: on
Max frame rate: 114fps
Gsync: on
Vsync: on

In game:

Vsync: off

From the getgo, I know gsync engages as the LG (when in game mode) shows the gsync symbol.

So I’m a nerd, been gaming for years but was a total noob when it came to VRR/Gsync. I either never had the kit that allowed me to even experiment or I read basic guides online that lacked context or understanding of how it worked.

However as I’ve upgraded my rig THIS guide has been a godsend.

I think it’s worth saying that this ‘process’ is NOT a magic bullet as jorimt and the mods state several times. It doesn’t make frames or increases FPS BUT what it does do, for me, is allow my games to run at a FPS below my refresh rate that minimises stutter and maximises smoothness.

Also worth bearing in mind is the point that is made repeatedly, that you may, at some points, have to compromise on either resolution OR eye candy. My 4070ti super is potent but I run EVERYTHING at 1440p. Some would say compromise, but I disagree. A relatively consistent 1440p@120hz with plenty of eye candy is much more preferable than a constant 4k@60hz but lowered settings for me (YMMV).

Similarly, in my experience, to gain the most advantage from VRR/gsync frame rates need to be as much past 60 as possible – hence the 1440p/120hz decision.

My test games were always Sensuas Saga (Hellblade2) and Alan Wake 2 primarily because they played v.nicely with Gsync and are v.graphically challenging.

I use both DLSS and/or Frame Gen if required when gaming and tbh it is a flawless experience when coupled with VRR/Gsync. Id hit 90- 114fps on AW2 but because of Gsync it would always run lovely and smooth. Also I’m quite sensitive to input latency but having followed this guide I can honestly say I’ve not noticed any significant increase!

Anyway apologies for the wall of text, thought it might help peeps who are new to this to see that even a Gsync novice can make this work as intended. Just temper those expectations and follow the guide 👍

Ps thanks to jorimt for effort in putting this guide together – awesome!!

rubbahbandman
Member
rubbahbandman

One other thing, LLM should be disabled.

rubbahbandman
Member
rubbahbandman

I may have misunderstood your comment, but I think your settings are not quite optimal based on the g-sync guide.

First, it is a minor difference, but there really isn’t a need to cap your max framerate to 114fps on a 120hz panel. You might as well increase it to 117fps.

Secondly, this is a bigger issue, but g-sync should not be enabled for borderless/windowed mode. This can hurt performance by 3-5%+ which isn’t the end of the world, but why take the performance hit for such a minor benefit. Maybe if you are a streamer frequently going between windows, but the guide recommends this setting remain unchecked.

ToKc1n
Member
ToKc1n

Good evening, I’ve been writing comments for ages, but I’m still struggling to figure it out. Perhaps it’s just my personal preference. I have a 180Hz monitor, 5070 RTX, and 13600K. How can I properly configure the G Sync+ Vidia panel with a frame rate cap?
The problem is that games don’t support 180Hz. Take RDR 2 or Black Ops 6, for example, and they jump from 123 to 156.
I’m not entirely sure how to track trends or if it makes sense. When I turn on low latency to ultra or on, I get micro-freezing and a sluggish feeling. If I just enable G Sync in the panel and nothing else, then in GTA 5, I get 0.1-0.2 ms latency and FPS spikes from 300 to 500, but if I set the FPS cap to 177 or 172, I get micro-stuttering.

fishman099
Member
fishman099

I’m curious what res/graphics settings your running at?

Haven’t played either game for awhile but if the frame rate is jumping between 123 to 156 and your monitors refresh is 180hz then I assume your know where near hitting that.

As a novice (someone who’s used this guide successfully) I’ve just posted my settings but I run:

I have my control panel set to:

Gsync enabled for both full screen and borderless
Desktop/game res: 1440p/120hz
LLM: on
Max frame rate: 114fps
Gsync: on
Vsync: on

In game:

Vsync: off

If I’m able I also set NO in game frame limiter. In other words as my max refresh is 120hz I either select that is available or unlimited and let Gsync/NVCP do the rest.

The control panel settings, as far as I am concerned, are set and forget. When I do a fresh windows install I set the NVCP to those above and then every game I play turn off vsync immediately and either pick my monitors native refresh or unlimited.

Any game you play will allow you to select your native monitor refresh rate (if full screen). However I usually run window borderless which I understand to default to your desktop resolution/refresh anyway.

Have a play with my settings, see if they work as they are 1:1 with this guide. As I said in my post, this guide is amazing and does work. The hard part, for me, was trying to understand what each ‘setting’ did. Remember you can’t break anything and at worst have to reset your NVCP settings default 👍

ToKc1n
Member
ToKc1n

Thanks for your reply and responses.
Unfortunately, this setup only makes things worse. It might be because of Adaptive Sync in the monitor; I had it fully enabled, but the G-Sync setting disappears.
For example, if I do something simple, I have standard sync enabled on the monitor, vertical sync in the panel, and games disabled. Using the Riva tuner, I estimate 120 fps, which holds up, but I thought games would be heavy and lag. If I don’t limit the frame rates and leave the monitor at 180 fps, the frame rates seem lower, but they go past the threshold and rise to 181-182 Hz. I think G-Sync doesn’t work at all in that case.
If I turn low-latency mode on or ultra in the control panel, nothing changes except for a frame rate drop of 3-4 Hz. And in the game itself, if I have Nvidia Reflex, I also didn’t notice a difference between on or ultra + boost.

petran79
Member
petran79

I have an Asus Rog p348q monitor at 100 hz. Set frame rate cap at 97. I notice an issue with the updated Vulkan renderer in some applications. In Snes9x emulator for example, the games run at 48 fps instead of 60. I have to set Vulkan/OpenGL present method to Native.
While on Retroarch, on top of that step, I also have to enable “Application controlled refresh rate” option, same for Dolphin emulator where I have to disable max frame rate.

Recently I noticed a 2d game where I had to set nvidia panel frame rate to 120 in order for game to run at 60 fps instead of 48.

Razvan Badaluta
Member
Razvan Badaluta

Hello!

Without a fps cap i am getting around 800 fps in fortnite creative but when i turn v sync on( even in the Nvidia apps) i am getting a limit at 438 or sometimes 425 ( i have the xg27aqdpg 500 Hz monitor) i want a fast frametime and fps as close as I can get to the monitor refresh rate but i do not want tearing. I tried playing around with Nvidia low latency but i did not notice any difference. All this happened with g sync on. I did something wrong? any tips?

Noidy
Member
Noidy

Hello!

Im getting lost in the sauce… I Have an AMD gpu with a freesync premium pro display (msi maq 1440p oled 240hz). I play mainly overwatch but I like to play with a tear free screen. So with -3 fps limit, Freesync + v-sync i only add 1 ms of delay compared to freesync/vsync off and fps unlimited?

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