G-SYNC 101: G-SYNC vs. V-SYNC w/FPS Limit


So Close, Yet So Far Apart

On the subject of single, tear-free frame delivery, how does standalone double buffer V-SYNC compare to G-SYNC with the same framerate limit?

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, but for 60Hz (remember, a “frame” of delay is relative to the refresh rate), the numbers are relatively close. So what’s so great about G-SYNC’s ability to adjust the refresh rate to the framerate, if the majority of added input latency with V-SYNC can be eliminated with a simple FPS limit? Well, as the title of this section hints, it’s not quite that cut and dry…

While it’s common knowledge that limiting the FPS below the refresh rate with V-SYNC prevents the over-queuing of frames, and thus majority of added input latency, it isn’t without its downsides.

Unlike G-SYNC, V-SYNC must attempt to time frame delivery to the fixed refresh rate of the display. If it misses a single one of these delivery windows below the maximum refresh rate, the current frame must repeat once until the next frame can be displayed, locking the framerate to half the refresh rate, causing stutter. If the framerate exceeds the maximum refresh rate, the display can’t keep up with frame output, as rendered frames over-queue in both buffers, and appearance of frames is delayed yet again, which is why an FPS limit is needed to prevent this in the first place.

When an FPS limit is set with V-SYNC, the times it can deliver frames per second is shrunk. If, for instance, the FPS limiter is set to 59 fps on a 60Hz display, instead of 60 frames being delivered per second, only 59 will be delivered, which means roughly every second a frame will repeat.

As the numbers show, while G-SYNC and V-SYNC averages are close over a period of frames, evident by the maximums, it eventually adds up, causing 1/2 to 1 frame of accumulative delay, as well as recurring stutter due to repeated frames. This is why it is recommended to set a V-SYNC FPS limit mere decimals below the refresh rate via external programs such as RTSS.

That said, an FPS limit is superior to no FPS limit with double buffer V-SYNC, so long as the framerate can be sustained above the refresh rate at all times. However, G-SYNC’s ability to adjust the refresh rate to the framerate eliminates this issue entirely, and, yet again, beats V-SYNC hands down.



3714 Comments For “G-SYNC 101”

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kdog1998
Member
kdog1998

regarding low latency mode and reflex, when exactly do i turn them on or off? I use RTTS and set a fps cap to 65 in a game, my gpu hits that easily so i can maintain smooth gameplay. Do i still need to have a low latency mode enabled? would i set it to on or ultra or neither? in another game, i either exceed or sometimes sit just below my max refresh rate, do i need to use either reflex or low latency mode if available?

I have also noticed something weird when it comes to fps caps and im not sure what causes it, if its my monitor specifically or g sync. In example god of war ragnarok, i was able to hit 160 fps uncapped and when i would rotate my camera it was buttery smooth. But if i added a fps cap, even if it was 157 fps the camera panning was unsmooth and seemed excessively blurry. I tested this by going to a hard to run area, and uncapped my fps. at uncapped 120 fps camera panning was smooth , but if i placed a fps cap at 120 and panned it was wrong weird again. it only happens with a fps cap in place. ive tried it with ultra and on low latency mode and both have the issue, but i have not tried it off completely. I hope this makes sense and doesnt seem like rambling lol

brunobf
Member
brunobf

I’ve got a weird stuttering and ghosting in some games like Horizon when using FrameGen with G-Sync and V-Sync. I have a Samsung QN85A, 9800X3D, and RTX 5090. Disabling FrameGen solves the problem, but I don’t want to lose the functionality.

iLance1
Member
iLance1

I used the recommended settings, but when I turn VSync on in Silent Hill F, I get a lot of stuttering. When I turn it off, it runs fine. Does G-Sync still work or not?

Brayqzor
Member
Brayqzor

I’ve got a weird stuttering on all my games, everytime i move my mouse. I just played today without any issues and after coming back a few hours later, every game stutters rly hard when i move my mouse. i can feel it and see it on the fps indicator. i plumps to like 20 fps everytime the mouse is moving. I have this issue since day one, but only when i stream my screen on discord and it didnt bother me that way but now the issue happens even though i dont stream. again rly weird since i played a few hours ago without any issues. no update was made, as far as im aware off. I found out that Gsync is the issue. when i turn it completly off the stutters dont happen anymore, but i dont want to turn gsynch off. i use the windows and fullscreen mode. I rly need this fixed since almost every game needs mouse input. Anyone had this issue?

My System (Laptop). Ryzen 7 7435HS, RTX 4070

barry12345
Member
barry12345

Is there any explanation why my CS2 is capping at 200FPS with a 240Hz monitor?

Using Gsync + Vsync (nvcp) + reflex

With Vsync off it will uncap and I get around 300FPS so it should be able to cap at 225 like it does for everyone else?

With Vsync on the FPS is still capped at 200 even with a 225 limit set in nvcp.

barry12345
Member
barry12345

Overwatch with these settings caps at 239 instead of 225.

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