G-SYNC 101: Control Panel


G-SYNC Module

The G-SYNC module is a small chip that replaces the display’s standard internal scaler, and contains enough onboard memory to hold and process a single frame at a time.

The module exploits the vertical blanking interval (the span between the previous and next frame scan) to manipulate the display’s internal timings; performing G2G (gray to gray) overdrive calculations to prevent ghosting, and synchronizing the display’s refresh rate to the GPU’s render rate to eliminate tearing, along with the delayed frame delivery and adjoining stutter caused by traditional syncing methods.

G-SYNC Demo

The below Blur Busters Test UFO motion test pattern uses motion interpolation techniques to simulate the seamless framerate transitions G-SYNC provides within the refresh rate, when directly compared to standalone V-SYNC.

G-SYNC Activation

“Enable for full screen mode” (exclusive fullscreen functionality only) will automatically engage when a supported display is connected to the GPU. If G-SYNC behavior is suspect or non-functioning, untick the “Enable G-SYNC, G-SYNC Compatible” box, apply, re-tick, and apply.

Blur Buster's G-SYNC 101: Control Panel

G-SYNC Windowed Mode

“Enable for windowed and full screen mode” allows G-SYNC support for windowed and borderless windowed mode. This option was introduced in a 2015 driver update, and by manipulating the DWM (Desktop Windows Manager) framebuffer, enables G-SYNC’s VRR (variable refresh rate) to synchronize to the focused window’s render rate; unfocused windows remain at the desktop’s fixed refresh rate until focused on.

G-SYNC only functions on one window at a time, and thus any unfocused window that contains moving content will appear to stutter or slow down, a reason why a variety of non-gaming applications (popular web browsers among them) include predefined Nvidia profiles that disable G-SYNC support.

Note: this setting may require a game or system restart after application; the “G-SYNC Indicator” (Nvidia Control Panel > Display > G-SYNC Indicator) can be enabled to verify it is working as intended.

G-SYNC Preferred Refresh Rate

“Highest available” automatically engages when G-SYNC is enabled, and overrides the in-game refresh rate selector (if present), defaulting to the highest supported refresh rate of the display. This is useful for games that don’t include a selector, and ensures the display’s native refresh rate is utilized.

“Application-controlled” adheres to the desktop’s current refresh rate, or defers control to games that contain a refresh rate selector.

Note: this setting only applies to games being run in exclusive fullscreen mode. For games being run in borderless or windowed mode, the desktop dictates the refresh rate.

G-SYNC & V-SYNC

G-SYNC (GPU Synchronization) works on the same principle as double buffer V-SYNC; buffer A begins to render frame A, and upon completion, scans it to the display. Meanwhile, as buffer A finishes scanning its first frame, buffer B begins to render frame B, and upon completion, scans it to the display, repeat.

The primary difference between G-SYNC and V-SYNC is the method in which rendered frames are synchronized. With V-SYNC, the GPU’s render rate is synchronized to the fixed refresh rate of the display. With G-SYNC, the display’s VRR (variable refresh rate) is synchronized to the GPU’s render rate.

Upon its release, G-SYNC’s ability to fall back on fixed refresh rate V-SYNC behavior when exceeding the maximum refresh rate of the display was built-in and non-optional. A 2015 driver update later exposed the option.

This update led to recurring confusion, creating a misconception that G-SYNC and V-SYNC are entirely separate options. However, with G-SYNC enabled, the “Vertical sync” option in the control panel no longer acts as V-SYNC, and actually dictates whether, one, the G-SYNC module compensates for frametime variances output by the system (which prevents tearing at all times. G-SYNC + V-SYNC “Off” disables this behavior; see G-SYNC 101: Range), and two, whether G-SYNC falls back on fixed refresh rate V-SYNC behavior; if V-SYNC is “On,” G-SYNC will revert to V-SYNC behavior above its range, if V-SYNC is “Off,” G-SYNC will disable above its range, and tearing will begin display wide.

Within its range, G-SYNC is the only syncing method active, no matter the V-SYNC “On” or “Off” setting.

Currently, when G-SYNC is enabled, the control panel’s “Vertical sync” entry is automatically engaged to “Use the 3D application setting,” which defers V-SYNC fallback behavior and frametime compensation control to the in-game V-SYNC option. This can be manually overridden by changing the “Vertical sync” entry in the control panel to “Off,” “On,” or “Fast.”



3705 Comments For “G-SYNC 101”

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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.

ItapL
Member
ItapL

In the Windows graphics settings, there’s an option for “Variable Refresh Rate.” Should I turn this on? (I’m not using an English version of Windows, so I’m not sure what the exact label says.)

My monitor has a real-time refresh rate display, but when I enable both G-SYNC and V-SYNC, it always shows the maximum refresh rate of 320 Hz in games — it doesn’t change dynamically. My G-SYNC settings are configured correctly, and V-SYNC is forced on through NVIDIA Profile Inspector.

tearxinnuan
Member
tearxinnuan

Thank you very much for your article and tutorial! I’ve set up the appropriate settings according to your article, but I still have some questions I’d like to ask!

First, my current settings are:
NVCP: G-SYNC + V-SYNC on, LLM off,
In Game: Reflex on + boost, V-SYNC off

I believe this setup is optimal for GSYNC usage. I don’t limit my frame rate using any external software or NVCP. When I enable Reflex in-game, it automatically caps my frame rate at 260 FPS (my monitor is 280Hz). I think relying solely on Reflex to limit my frame rate would be more straightforward than setting it separately, and perhaps also avoid conflicts and instability caused by multiple frame limits. Secondly, I’ve personally tested the games I play, and Reflex takes precedence over both the in-game and NVCP frame limits. That is, no matter how much I limit my frame rate, once Reflex is enabled, it caps it at 260 FPS.

I primarily play competitive games like Valve, APEX, and Overwatch, but I also occasionally play other single-player games. Then, the competitive games I play all have Reflex, so can I completely abandon all external frame limiting methods and rely solely on Reflex?

Also, regarding LLM in NVCP, should I set it on or off, or even set it to Ultra? I’m not sure if there are any advantages or disadvantages to turning LLM on, even though Reflex takes over a lot of the processing. There’s a lot of controversy online about LLM, and even NVIDA officials claim that setting LLM to Ultra will minimize V-SYCN latency.

Looking forward to your answers!

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