G-SYNC 101: Optimal G-SYNC Settings & Conclusion

Optimal G-SYNC Settings*

*Settings tested with a single G-SYNC display (w/hardware module) on a single desktop GPU system; specific DSR, SLI, and multi-monitor behaviors, as well as G-SYNC laptop display and “G-SYNC Compatible” display implementation, may vary.

Nvidia Control Panel Settings:

  • Set up G-SYNC > Enable G-SYNC, G-SYNC Compatible > Enable for full screen mode.
  • Manage 3D settings > Vertical sync > On (Why?).

In-game Settings:

  • Use “Fullscreen” or “Exclusive Fullscreen” mode (some games do not offer this option, or label borderless windowed as fullscreen).
  • Disable all available “Vertical Sync,” “V-SYNC,” “Double Buffer,” and “Triple Buffer” options.
  • If an in-game or config file FPS limiter is available, and framerate exceeds refresh rate:
    Set (a minimum of) 3 FPS limit below display’s maximum refresh rate (57 FPS @60Hz, 97 FPS @100Hz, 117 FPS @120Hz, 141 FPS @144Hz, etc).

RTSS Settings:

  • If an in-game or config file FPS limiter is not available and framerate exceeds refresh rate:
    Set (a minimum of) 3 FPS limit below display’s maximum refresh rate (see G-SYNC 101: External FPS Limiters HOWTO).

Low Latency Mode* Settings:

*This setting is not currently supported in DX12 or Vulkan.

  • If an in-game or config file FPS limiter is not available, RTSS is prohibited from running, and framerate exceeds refresh rate:
    Set “Low Latency Mode” to “Ultra” in the Nvidia Control Panel. When combined with G-SYNC + V-SYNC, this setting will automatically limit the framerate to ~59 FPS @60Hz, ~97 FPS @100Hz, ~116 FPS @120Hz, ~138 FPS @144Hz, ~224 FPS @240Hz, etc.
  • If an in-game or config file FPS limiter, and/or RTSS FPS limiter is available, and framerate does not always exeed refresh rate:
    Set “Low Latency Mode” to “On.” Unlike “Ultra,” this will not automatically limit the framerate, but like “Ultra,” “On” (in supported games that do not already have an internal pre-rendered frames queue of “1”) will reduce the pre-rendered frames queue in GPU-bound situations where the framerate falls below the set (in-game or RTSS) FPS limit.

Windows “Power Options” Settings:

Windows-managed core parking can put CPU cores to sleep too often, which may increase frametime variances and spikes. For a quick fix, use the “High performance” power plan, which disables OS-managed core parking and CPU frequency scaling. If a “Balanced” power plan is needed for a system implementing adaptive core frequency and voltage settings, then a free program called ParkControl by Bitsum can be used to disable core parking, while leaving all other power saving and scaling settings intact.

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

Mouse Settings:

If available, set the mouse’s polling rate to 1000Hz, which is the setting recommended by Nvidia for high refresh rate G-SYNC, and will decrease the mouse-induced input lag and microstutter experienced with the lower 500Hz and 125Hz settings at higher refresh rates.


Refer to The Blur Busters Mouse Guide for complete information.

Nvidia Control Panel V-SYNC vs. In-game V-SYNC

While NVCP V-SYNC has no input lag reduction over in-game V-SYNC, and when used with G-SYNC + FPS limit, it will never engage, some in-game V-SYNC solutions may introduce their own frame buffer or frame pacing behaviors, enable triple buffer V-SYNC automatically (not optimal for the native double buffer of G-SYNC), or simply not function at all, and, thus, NVCP V-SYNC is the safest bet.

There are rare occasions, however, where V-SYNC will only function with the in-game option enabled, so if tearing or other anomalous behavior is observed with NVCP V-SYNC (or visa-versa), each solution should be tried until said behavior is resolved.

Maximum Pre-rendered Frames*: Depends

*As of Nvidia driver version 436.02, “Maximum pre-rendered frames” is now labeled “Low Latency Mode,” with “On” being equivalent to MPRF at “1.”

A somewhat contentious setting with very elusive consistent documentable effects, Nvidia Control Panel’s “Maximum pre-rendered frames” dictates how many frames the CPU can prepare before they are sent to the GPU. At best, setting it to the lowest available value of “1” can reduce input lag by 1 frame (and only in certain scenarios), at worst, depending on the power and configuration of the system, the CPU may not be able to keep up, and more frametime spikes will occur.

The effects of this setting are entirely dependent on the given system and game, and many games already have an equivalent internal value of “1” at default. As such, any input latency tests I could have attempted would have only applied to my system, and only to the test game, which is why I ultimately decided to forgo them. All that I can recommend is to try a value of “1” per game, and if the performance doesn’t appear to be impacted and frametime spikes do not increase in frequency, then either, one, the game already has an internal value of “1,” or, two, the setting has done its job and input lag has decreased; user experimentation is required.


Much like strobing methods such as LightBoost & ULMB permit “1000Hz-like” motion clarity at attainable framerates in the here and now, G-SYNC provides input response that rivals high framerate V-SYNC OFF, with no tearing, and at any framerate within its range.

As for its shortcomings, G-SYNC is only as effective as the system it runs on. If the road is the system, G-SYNC is the suspension; the bumpier the road, the less it can compensate. But if set up properly, and run on a capable system, G-SYNC is the best, most flexible syncing solution available on Nvidia hardware, with no peer (V-SYNC OFF among them) in the sheer consistency of its frame delivery.

Feel free to leave a comment below, resume the discussion in the Blur Busters Forums, or continue to the Closing FAQ for further clarifications.

347 Comments For “G-SYNC 101”

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I’ve been reading your stuff for years. Appreciate all of it.
Let me get this summarized in one quick writeup.

I have a freesync compatible monitor viotek gft27db 144hz. If i enable G-SYNC properly with my DP cable on an RTX 2070, and have VSYNC ON, as well as + NULL, then I should
1. be all good in terms of enabling GSYNCwithout the issues of VSYNC off causing tearing sometimes.
2. NOT be required to Limit my fps to 141 by using RTSS? I’m currently using it limited to 141 to stay under and avoid the buffer flip interval.
2.b. wondering if this is the case, so I can turn off RTSS and retrieve that minuscule amount of input lag it causes.


Tell me if I am wrong. But I think I figured it out. G-sync it self don’t ad input lag so if i have it I might as well turn it on to get stutter/screen tearing free game play. So as I understand u turn g-sync on + vsync off find the fps by caping it 165 then 164 ect where there is no screen tearing at bottom of the screen let’s say it would be 158 then u go Nvidia control panel turn g-sync on vsync off set low latency to ultra and cap ur fps at 158 and this is the way u get lowest input lag + as it would be running a monitor who don’t have g-sync and just caping fps at 165fps but this way u don’t get the benefits as smooth game play no stuttering. This would be best only for GPU bound games like apex legends other games that use CPU this could increase input lag? Please correct me if I’m wrong or maybe I need to turn g-sync off set fixed refresh rate null set to ultra fps cap at 165. Main game is apex legends. This I how I run the game currently.

Specs pc: 87k at 4.5gh 1080ti oc. Monitor: AOC 24″ 2k rez 165hz g-sync.


Hey there. Can I ask If I should turn on V-Sync in-game or from the Nivida Control Panel for my G-Sync 144hz monitor? I recently watched a video for Battlenonesene where he says turning on V-Sync inside of games is better than turning it on from the NVCP because some engines have optimizations for their V-Sync. What’s your take on this matter?

Another thing I want to bring up. Can you tell me what’s the difference between turning on V-Sync and Fastsync from the NVCP? as far as I know, Fastsync eliminates tearing, leaves the frame rate unlocked and doesn’t add nearly as much input lag as regular V-Sync, so why is it recommended that we use V-Sync instead of Fastsync?

P.S: which frame limiter do you suggest I should use.

Thank you.


Hello, i have a samsung C24FG73, with 70~144hz freesync range.
for me, gsync+vsync in driver with 138 fps limiter seens to be working very well.
but, if a game is locked at 60 frames, the gsync will be ‘disable’, and only vsync will work, correct?
this will introduce alot of input lag, or the FLC helps?


Hi when running a game that GPU is using 100% resources do i still want NVCP v sync set ON and low latency set to Ultra. i have g sync monitor thats 144hz. i have games capped at 141 but get about 100 – 120 most of the time. are my settings still correct when getting frames below monitor refresh rate and GPU bound using NVCP v sync ON, low latency ULTRA, Gsync ON, and in game fps capped to 141 and vsync off?

then to clarify when not gpu bound just use the “on” option instead of ultra for low latency?

also monitor has ULMB or should i just stick with gsync? if i used ULMB what would i do for vsync and latency options?