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.



3896 Comments For “G-SYNC 101”

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Robi
Member
Robi

Hey Jorimt, i did some testing again and found that in Cyberpunk2077 Frame Gen increases your latency in less gpu demanding areas, what do you know about this?

Here is my testings:

Question: Does DLSS Frame Generation increase PC Latency when GPU utilization decreases? (Cyberpunk 2077)

My settings:

– DLSS Super Resolution: Quality Transformer Model 2
– DLSS Frame Generation: 2×
– FPS cap: 157 RTSS (Async)
– NVIDIA Reflex: enabled (By default when FG)
– G-SYNC and V-Sync (NCP) configured correctly
– All graphics max + Path Tracing

My observations:

– In demanding areas, NVIDIA overlay PC Latency is around 35 ms.
– In less demanding areas, PC Latency rises to around 55 ms, despite lower GPU utilization.
– With Frame Generation disabled, I get around 100 FPS and 26 ms average latency.
– Interestingly, switching to DLAA while keeping Frame Generation enabled increases GPU utilization and reduces latency again but only in the less gpu demanding area.

I’ve repeated these tests, and I can feel the difference in responsiveness, I play lots of FPS games and I can physically feel the difference between 35ms and 55ms this is not a margin of error from Nvidia Overlay LAT.

Has anyone observed Frame Generation causing higher latency at lower GPU utilization?

wbotter
Member
wbotter

Hey! Wondering if V-Sync is applicable to Gsync Pulsar monitors? I just got one, went from PG27AQDM to the XG27AQNGV after receiving not one but TWO defective PG27AQWP-W’s!!! After the second AQWP-W started intermittently dropping signal due to the UHBR-20 handshake failing, works flawlessly in UHBR-13.5 with DSC, but for a $1250 monitor, I’d expect it to work as intended. So, I ultimately gave up on the flagship and was just searching for 27″ or less 1440p monitors over the 240hz my AQDM was already giving me, and the Gsync pulsar caught my eye. I had a BenQ Zowie with DyAc+ a few years ago and loved it, so yeah the curiosity got me with this monitor. I currently have a 9800x3d, cl 28 32gb 6000mhz, and a 5070. (Yes, Ik my gpu is hardcore limiting my FPS). I play competitive games mostly, in “comp settings” (basically low everything), DLSS Quality or Balanced using Model K, and I’ll get 384fps peaks, 271 avg, 202 1% lows and an average PCL of 10. All captured using frameview in marvel rivals after many many many “change one setting,” *capture for 45min-1hr of gameplay,* did this increase or decrease performance? lol! (All without DLSS FG. I’m not opposed to DLSS FG 2x, but 3x and above my PCL climbs quite a bit.)

Anyways, got any advice to get the most out of the GSYNC Pulsar Monitors? Or same rules apply? Thanks!!

user2422
Member
user2422

In an earlier comment you mentioned that ULLM is somewhat inefficient compared to Reflex or a manual limit, if i were to use Gsync + Vsync + ULLM, would that starving of the max queued frames and the potential stutters that come with it even apply considering that ULLM is auto limiting the fps in this configuration? Like does it limit low enough to prevent this from even happening?

Also when using Gsync + Vsync and then only enabling ULLM via Inspector without setting max pre-rendered frames to 1 (which ULLM would’ve otherwise done if it was applied via NVCP or NVApp), would this then be just an auto limiter without the other effects of ULLM? I’ve tried this configuration in-game and the auto limit still applies but I’m unsure whether or not ULLM will have any other impact in this configuration.

eonjr
Member
eonjr

Hi, thank you for the guides! But I have something to ask. My laptop has a 300hz refresh rate that is also GSync compatible. I have it capped at 285 using a formula that I saw on a Reddit post a while ago (via NVIDIA APP > Max Frame Rate).

I unfortunately get this gray flickering during gaming but I can get used to it. However, what I cannot stand is, when I tried using editing software (like Adobe Premiere Pro), the flickering was also present despite me having turned off GSync specifically for that app (via NVIDIA App). Is there something I am doing wrong? What can be done to completely eliminate flickering for non-game apps?

HagenKL
Member
HagenKL

Hey, the article talks about GSync with the Module. Is the Behaviour the same for GSync Compatible (aka Freesync monitors?)

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