G-SYNC 101: G-SYNC Ceiling vs. V-SYNC


Identical or Fraternal?

As described in G-SYNC 101: Range, G-SYNC doesn’t actually become double buffer V-SYNC above its range (nor does V-SYNC take over), but instead, G-SYNC mimics V-SYNC behavior when it can no longer adjust the refresh rate to the framerate. So, when G-SYNC hits or exceeds its ceiling, how close is it to behaving like standalone V-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

Pretty close. However, the G-SYNC numbers do show a reduction, mainly in the minimum and averages across refresh rates. Why? It boils down to how G-SYNC and V-SYNC behavior differ whenever the framerate falls (even for a moment) below the maximum refresh rate. With double buffer V-SYNC, a fixed frame delivery window is missed and the framerate is locked to half the refresh rate by a repeated frame, maintaining extra latency, whereas G-SYNC adjusts the refresh rate to the framerate in the same instance, eliminating latency.

As for “triple buffer” V-SYNC, while the subject won’t be delved into here due to the fact that G-SYNC is based on a double buffer, the name actually encompasses two entirely separate methods; the first should be considered “alt” triple buffer V-SYNC, and is the method featured in the majority of modern games. Unlike double buffer V-SYNC, it prevents the lock to half the refresh rate when the framerate falls below it, but in turn, adds 1 frame of delay over double buffer V-SYNC when the framerate exceeds the refresh rate; if double buffer adds 2-6 frames of delay, for instance, this method would add 3-7 frames.

“True” triple buffer V-SYNC, like “alt,” prevents the lock to half the refresh rate, but unlike “alt,” can actually reduce V-SYNC latency when the framerate exceeds the refresh rate. This “true” method is rarely used, and its availability, in part, can depend on the game engine’s API (OpenGL, DirectX, etc).

A form of this “true” method is implemented by the DWM (Desktop Window Manager) for borderless and windowed mode, and by Fast Sync, both of which will be explained in more detail further on.

Suffice to say, even at its worst, G-SYNC beats V-SYNC.



3061 Comments For “G-SYNC 101”

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toby23
Member
toby23

If I have a 120 Hz monitor with G-Sync and can achieve 115fps average in a game, is there any negative to locking the framerate to 59fps with RTSS to lower power consumption and smooth out Frametime?
Running unlocked in MSFS results in the Frametime jumping around all over the place but locking to 59 fps makes it steady.

PS Super article, thank you so much for keeping it updated.

Ryan Le
Member
Ryan Le

In Sea of Thieves, I have V-Sync turned off, but there is also an option to set the buffering to either double or triple, and there’s no off option. I set it to double buffering, but do I still need to enable V-Sync in NVCP? Would the in-game double buffering option (with in-game V-Sync off) conflict with NVCP V-Sync since it’s also running on double buffering?

Sequinoz
Member
Sequinoz

Hi Jorimt. A bit of a long comment here so I hope you don’t mind. Recently I bought a new G-Sync monitor (XG321UG) and noticed a peculiar G-Sync behaviour but I’m unsure if it’s abnormal or not.

To reproduce the behaviour, I ran the G-Sync Pendulum Demo application and manually changed the FPS from 60 to 50. The expected behaviour is a seamless framerate change with no noticeable stutter.

Instead, I noticed a ~0.2 seconds of continuous stutter from the moment the FPS changed from 60 to 50. It’s almost as if the G-Sync module tries to “catch up” to the sudden change in FPS.

Changing from 60 to 55 did not seem to show the problem much (if at all) and changing from 50 to 60 showed more of a one-time frame “jump”. Setting the FPS to gradually change back and forth between 60 and 40 seems to also be normal. Notably, the problem is less noticeable at higher FPS.

I tried testing my old G-Sync monitor (PG27AQ) and changing the FPS from 60 to 50 only seemed to show one stutter/frame jump but was less noticeable and did not stutter for as long as ~0.2 seconds.

I’m wondering if the symptom I’m seeing on my new monitor is normal or if it’s an indication that the G-Sync module is faulty.

As a side note: I also turned on the display’s built-in refresh rate counter and whenever I change FPS from 60 to 50, the refresh rate would go 60 > 49 > 43 > 49 > 50. Changing FPS from 60 to 55 instead showed 60 > 56 > 53 > 55. I’m unsure though if the built-in refresh rate counter is 100% accurate.

Perhaps the dips below the targeted FPS is the reason for the 0.2 secs stutter, which is more noticeable at lower targeted FPS and higher change in FPS. Again, I’m not fully sure about this and would like to know what you think.

Some more info that might be helpful~
GPU: RTX 3090
Driver Version: 551.46
Connection: DisplayPort (tried both cables that came with the old and new monitor but no difference)
Resolution: 3840 x 2160 Native
Refresh Rate: 144Hz Native
G-Sync Mode: On and Fullscreen Only. I heard the Pendulum Demo test overrides the G-Sync setting, in which case only the G-Sync option was used.

Indignified
Member
Indignified

Hello, why do pro players for fps games use uncapped fps instead of these settings? Are there any benefits to using uncapped fps?

Pyerimi
Guest
Pyerimi

Also I wanted to ask about what to do in case if ingame FPS limiter has bad implementation and introduce microstuttering like in this case: https://www.reddit.com/r/horizon/comments/i5p6io/pc_psa_do_not_use_the_ingame_fps_limiter_use_rtss/

Should I still use ingame option or RTSS?

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