G-SYNC 101: G-SYNC vs. Fast Sync


The Limits of Single Frame Delivery

Okay, so what about Fast Sync? Unlike G-SYNC, it works with any display, and while it’s still a fixed refresh rate syncing solution, its third buffer allows the framerate to exceed the refresh rate, and it utilizes the excess frames to deliver them to the display as fast as possible. This avoids double buffer behavior both above and below the refresh rate, and eliminates the majority of V-SYNC input latency.

Sounds ideal, but how does it compare to G-SYNC?

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

Evident by the results, Fast Sync only begins to reduce input lag over FPS-limited double buffer V-SYNC when the framerate far exceeds the display’s refresh rate. Like G-SYNC and V-SYNC, it is limited to completing a single frame scan per scanout to prevent tearing, and as the 60Hz scenarios show, 300 FPS Fast Sync at 60Hz (5x ratio) is as low latency as G-SYNC is with a 58 FPS limit at 60Hz.

However, the less excess frames are available for the third buffer to sample from, the more the latency levels of Fast Sync begin to resemble double buffer V-SYNC with an FPS Limit. And if the third buffer is completely starved, as evident in the Fast Sync + FPS limit scenarios, it effectively reverts to FPS-limited V-SYNC latency, with an additional 1/2 to 1 frame of delay.

Unlike double buffer V-SYNC, however, Fast Sync won’t lock the framerate to half the maximum refresh rate if it falls below it, but like double buffer V-SYNC, Fast Sync will periodically repeat frames if the FPS is limited below the refresh rate, causing stutter. As such, an FPS limit below the refresh rate should be avoided when possible, and Fast Sync is best used when the framerate can exceed the refresh rate by at least 2x, 3x, or ideally, 5x times.

So, what about pairing Fast Sync with G-SYNC? Even Nvidia suggests it can be done, but doesn’t go so far as to recommend it. But while it can be paired, it shouldn’t be…

Say the system can maintain an average framerate just above the maximum refresh rate, and instead of an FPS limit being applied to avoid V-SYNC-level input lag, Fast Sync is enabled on top of G-SYNC. In this scenario, G-SYNC is disabled 99% of the time, and Fast Sync, with very few excess frames to work with, not only has more input lag than G-SYNC would at a lower framerate, but it can also introduce uneven frame pacing (due to dropped frames), causing recurring microstutter. Further, even if the framerate could be sustained 5x above the refresh rate, Fast Sync would (at best) only match G-SYNC latency levels, and the uneven frame pacing (while reduced) would still occur.

That’s not to say there aren’t any benefits to Fast Sync over V-SYNC on a standard display (60Hz at 300 FPS, for instance), but pairing Fast Sync with uncapped G-SYNC is effectively a waste of a G-SYNC monitor, and an appropriate FPS limit should always be opted for instead.

Which poses the next question: if uncapped G-SYNC shouldn’t be used with Fast Sync, is there any benefit to using G-SYNC + Fast Sync + FPS limit over G-SYNC + V-SYNC (NVCP) + FPS limit?

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

The answer is no. In fact, unlike G-SYNC + V-SYNC, Fast Sync remains active near the maximum refresh rate, even inside the G-SYNC range, reserving more frames for itself the higher the native refresh rate is. At 60Hz, it limits the framerate to 59, at 100Hz: 97 FPS, 120Hz: 116 FPS, 144Hz: 138 FPS, 200Hz: 189 FPS, and 240Hz: 224 FPS. This effectively means with G-SYNC + Fast Sync, Fast Sync remains active until it is limited at or below the aforementioned framerates, otherwise, it introduces up to a frame of delay, and causes recurring microstutter. And while G-SYNC + Fast Sync does appear to behave identically to G-SYNC + V-SYNC inside the Minimum Refresh Range (<36 FPS), it’s safe to say that, under regular usage, G-SYNC should not be paired with Fast Sync.



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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