G-SYNC 101: G-SYNC vs. V-SYNC OFF w/FPS Limit


At the Mercy of the Scanout

Now that the FPS limit required for G-SYNC to avoid V-SYNC-level input lag has been established, how does G-SYNC + V-SYNC and G-SYNC + V-SYNC “Off” compare to V-SYNC OFF at the same framerate?

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

The results show a consistent difference between the three methods across most refresh rates (240Hz is nearly equalized in any scenario), with V-SYNC OFF (G-SYNC + V-SYNC “Off,” to a lesser degree) appearing to have a slight edge over G-SYNC + V-SYNC. Why? The answer is tearing…

With any vertical synchronization method, the delivery speed of a single, tear-free frame (barring unrelated frame delay caused by many other factors) is ultimately limited by the scanout. As mentioned in G-SYNC 101: Range, The “scanout” is the total time it takes a single frame to be physically drawn, pixel by pixel, left to right, top to bottom on-screen.

With a fixed refresh rate display, both the refresh rate and scanout remain fixed at their maximum, regardless of framerate. With G-SYNC, the refresh rate is matched to the framerate, and while the scanout speed remains fixed, the refresh rate controls how many times the scanout is repeated per second (60 times at 60 FPS/60Hz, 45 times at 45 fps/45Hz, etc), along with the duration of the vertical blanking interval (the span between the previous and next frame scan), where G-SYNC calculates and performs all overdrive and synchronization adjustments from frame to frame.

The scanout speed itself, both on a fixed refresh rate and variable refresh rate display, is dictated by the current maximum refresh rate of the display:

Blur Buster's G-SYNC 101: Scanout Speed DiagramAs the diagram shows, the higher the refresh rate of the display, the faster the scanout speed becomes. This also explains why V-SYNC OFF’s input lag advantage, especially at the same framerate as G-SYNC, is reduced as the refresh rate increases; single frame delivery becomes faster, and V-SYNC OFF has less of an opportunity to defeat the scanout.

V-SYNC OFF can defeat the scanout by starting the scan of the next frame(s) within the previous frame’s scanout anywhere on screen, and at any given time:

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

This results in simultaneous delivery of more than one frame scan in a single scanout (tearing), but also a reduction in input lag; the amount of which is dictated by the positioning and number of tearline(s), which is further dictated by the refresh rate/sustained framerate ratio (more on this later).

As noted in G-SYNC 101: Range, G-SYNC + VSYNC “Off” (a.k.a. Adaptive G-SYNC) can have a slight input lag reduction over G-SYNC + V-SYNC as well, since it will opt for tearing instead of aligning the next frame scan to the next scanout when sudden frametime variances occur.

To eliminate tearing, G-SYNC + VSYNC is limited to completing a single frame scan per scanout, and it must follow the scanout from top to bottom, without exception. On paper, this can give the impression that G-SYNC + V-SYNC has an increase in latency over the other two methods. However, the delivery of a single, complete frame with G-SYNC + V-SYNC is actually the lowest possible, or neutral speed, and the advantage seen with V-SYNC OFF is the negative reduction in delivery speed, due to its ability to defeat the scanout.

Bottom-line, within its range, G-SYNC + V-SYNC delivers single, tear-free frames to the display the fastest the scanout allows; any faster, and tearing would be introduced.



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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