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.



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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