G-SYNC 101: G-SYNC Ceiling vs. FPS Limit


How Low Should You Go?

Blur Busters was the world’s first site to test G-SYNC in Preview of NVIDIA G-SYNC, Part #1 (Fluidity) using an ASUS VG248QE pre-installed with a G-SYNC upgrade kit. At the time, the consensus was limiting the fps from 135 to 138 at 144Hz was enough to avoid V-SYNC-level input lag.

However, much has changed since the first G-SYNC upgrade kit was released; the Minimum Refresh Range wasn’t in place, the V-SYNC toggle had yet to be exposed, G-SYNC did not support borderless or windowed mode, and there was even a small performance penalty on the Kepler architecture at the time (Maxwell and later corrected this).

My own testing in my Blur Busters Forum thread found that just 2 FPS below the refresh rate was enough to avoid the G-SYNC ceiling. However, now armed with improved testing methods and equipment, is this still the case, and does the required FPS limit change depending on the refresh rate?

Blur Buster's G-SYNC 101: Input Latency & Optimal Settings
Blur Buster's G-SYNC 101: Input Latency & Optimal Settings
Blur Buster's G-SYNC 101: Input Latency & Optimal Settings
Blur Buster's G-SYNC 101: Input Latency & Optimal Settings
Blur Buster's G-SYNC 101: Input Latency & Optimal Settings
Blur Buster's G-SYNC 101: Input Latency & Optimal Settings

As the results show, just 2 FPS below the refresh rate is indeed still enough to avoid the G-SYNC ceiling and prevent V-SYNC-level input lag, and this number does not change, regardless of the maximum refresh rate in use.

To leave no stone unturned, an “at” FPS, -1 FPS, -2 FPS, and finally -10 FPS limit was tested to prove that even far below -2 FPS, no real improvements can be had. In fact, limiting the FPS lower than needed can actually slightly increase input lag, especially at lower refresh rates, since frametimes quickly become higher, and thus frame delivery becomes slower due to the decrease in sustained framerates.

As for the “perfect” number, going by the results, and taking into consideration variances in accuracy from FPS limiter to FPS limiter, along with differences in performance from system to system, a -3 FPS limit is the safest bet, and is my new recommendation. A lower FPS limit, at least for the purpose of avoiding the G-SYNC ceiling, will simply rob frames.



3745 Comments For “G-SYNC 101”

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higorhigorhigor
Member
higorhigorhigor

In my tests with the AMD RX 6750 XT, an LG 180hz IPS monitor, on both Linux and Windows 11, I noticed that when I cap the FPS at 60, for example, in scenarios that could deliver 160 uncapped, what happens is that my GPU significantly reduces its clock speeds, and this creates instability in frame production, causing the refresh rate to fluctuate widely.

On Linux, in LACT (a program for managing GPUs on Linux), I created a profile for the specific game and activated a performance level option that keeps the clock speeds higher. This completely solved the problem that occurs when I limit the FPS far below what my GPU can produce.

On Windows, I haven’t found a similar option to this, but I also haven’t looked much since I’m not using Windows a lot. I came here to comment, so that in case you weren’t aware of this, it might help other users who feel they have this VRR disengagement issue even when the FPS seems stable in RTSS.

COLEDED
Member
COLEDED

Thanks for the detailed guide. Sorry if this is a mostly unrelated question, I ask because the power plan is mentioned in the conclusion section.

My default Window’s “High performance” plan puts my minimum processor state at 0% for some reason.

Is it a good idea to just use Bitsum’s highest performance plan from park control, which sets the Minimum processor state at 100%, all of the time? I haven’t seen an increase in idle CPU power consumption or utilization after changing to this profile

Does this setting actually changes anything?

PODDAH
Member
PODDAH

Before you read this, I’m sorry for wasting your time if this question has already been answered in the article or in the comments. I tried to read everything to the best of my ability and still am a bit confused because my English is not the best.

Hey, I’m just writing this to make sure that I’m using the best setting. I have adaptive sync on in my monitor’s settings, which enables me to use G-Sync, and then I have G-Sync compatible enabled and V-Sync enabled too on in NCP, and the preferred refresh rate is at application controlled. I tried checking the delay and everything in Fortnite, because it has a setting which lets me do that. This gives me the least amount of delay, and even if I change my preferred refresh rate to the highest available, it still pretty much gives the same delay. I also have my FPS cap in Fortnite set to 144 just in case. I tried other things, and either they give me screen tearing or more delay. I only have one question: is this good enough to get the least amount of delay without getting any screen tearing?

CyclesOfJosh
Member
CyclesOfJosh

Hi there! I just stumbled upon this through a YouTube comment section, thank you so much for your hard work!

I was about to test the optimal settings in Overwatch when I noticed that in the Nvidia settings, there is a second option for V-Sync called “Fast”.
Is there any information on how that interacts with G-Sync and if it will have the same effect as it does with regular V-Sync? Would love to see if there’s more information on this!

kdog1998
Member
kdog1998

I have a question about my monitors VRR and if you know if there’s a fix for this or if I possibly have a bad monitor?

I have on G sync as recommended by you, using a Riva Tuner fps cap of 60 for final fantasy xvi. I have a perfectly flat frame time graph per riva tuner, but my game feels extremely jittery when I move around, especially when moving the camera. I figured out that my monitors on screen display that shows what it’s refreshing at is constantly bouncing around when using g sync and adaptive sync on. It will bounce from 60 to 52 to 67 to 48 to 180 (which is my max refresh) back to 60 to 77 and etc.. so despite my game holding a locked in 60 fps with a flat frame time graph, my monitor doesn’t seem to be refreshing at 60 and it seems to be bouncing around.

Is this normal? Or did I just happen to get a bad monitor or graphics card? My monitor is the ASUS VG27AQ3A, I have had it for about 6 months and have been thinking from the beginning something may be off with it. Any help would be great!

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