G-SYNC 101: Hidden Benefits of High Refresh Rate G-SYNC


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Often overlooked is G-SYNC’s ability to adjust the refresh rate to lower fixed framerates. This can be particularly useful for games hard-locked to 60 FPS, and has potential in emulators to replicate unique signals such as the 60.1Hz of NES games, which would otherwise be impossible to reproduce. And due to the scanout speed increase at 100Hz+ refresh rates, an input lag reduction can be had as well…

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

The results show a considerable input lag reduction on a 144Hz G-SYNC display @60 FPS vs. a 60Hz G-SYNC display @58 FPS with first on-screen reactions measured (middle screen would show about half this reduction). And while each frame is still rendered in 16.6ms, and delivered in intervals of 60 per second on the higher refresh rate display, they are scanned in at a much faster 6.9ms per.



220 Comments For “G-SYNC 101”

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gen36
Member
gen36

Hi, I have a question about limiting frame rate at (refresh rate – 3).

My understanding is that if FPS > refresh rate, GSYNC defaults to VSYNC behavior (if VSYNC is enabled in Nvidia CP), which can result in additional input lag.

But I have some confusion on this. Example scenario:

– 144 Hz monitor.
– I’m playing an undemanding game, VSYNC OFF, and get 200 FPS.
– I turn on GSYNC + VSYNC, and get 144 FPS.
– With GSYNC + VSYNC on, is it defaulting to VSYNC ON behavior? Frame rate is not exceeding refresh rate but *would have* if vsync was off.

(My confusion is coming from the section in the FAQ saying if your frame rate exceeds refresh rate, to cap at a value lower than refresh rate, but if vsync is on, FPS doesn’t exceed refresh rate anyway)

Silver3
Member
Silver3

I was wondering if you could explain me a very persistent Frametime-Spiking-relating issue I’ve got recently with the console-emulator Cemu that I am tearing my hair out about at this time.

[… original comment modified here for length; view below comment reply for pertinent details w/follow-up…]

Sorry btw for that wall of text, but I am quite at my wit’s end by now on my way comprehending other/similar builds’ success although they probably don’t care half of that, pc-related, the way I do and I seemingly checked all of your mentioned points possibly causing frametime-spikes
and will continue with the hardware-part tomorrow.
If you have any suggestion that merely could hint in a direction I overlooked, PLEASE let me know.

Thank you for reading.

Skwuruhl
Member
Skwuruhl

On the topic of FPS limiters: Two tests have been done somewhat recently that found that RTSS provides more consistent frame times than in-game limiters do (at the expense of 1 frame of input lag)
https://youtu.be/xsXFUVYPIx4
https://www.reddit.com/r/Competitiveoverwatch/comments/9vcxz5/rtss_vs_ingame_fps_cap_or_frame_limit/
What’s your take on these?

rpate124
Member
rpate124

What value should the frame time limit be set to in rtss?

GITS_2501
Member
GITS_2501

Amazingly detailed, thanks for the guide. Is there a difference between having V-SYNC: ON versus VSYNC: Fast?

Thanks heaps.

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