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.



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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