G-SYNC 101: G-SYNC vs. V-SYNC OFF


Beyond the Limits of the Scanout

It’s already been established that single, tear-free frame delivery is limited by the scanout, and V-SYNC OFF can defeat it by allowing more than one frame scan per scanout. That said, how much of an input lag advantage can be had over G-SYNC, and how high must the framerate be sustained above the refresh rate to diminish tearing artifacts and justify the difference?

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

Quite high. Counting first on-screen reactions, V-SYNC OFF already has a slight input lag advantage (up to a 1/2 frame) over G-SYNC at the same framerate, especially the lower the refresh rate, but it actually takes a considerable increase in framerate above the given refresh rate to widen the gap to significant levels. And while the reductions may look significant in bar chart form, even with framerates in excess of 3x the refresh rate, and when measured at middle screen (crosshair-level) only, V-SYNC OFF actually has a limited advantage over G-SYNC in practice, and most of it is in areas that one could argue, for the average player, are comparatively useless when something such as a viewmodel’s wrist is updated 1-3ms faster with V-SYNC OFF.

This is where the refresh rate/sustained framerate ratio factors in:

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

As shown in the above diagrams, the true advantage comes when V-SYNC OFF can allow not just two, but multiple frame scans in a single scanout. Unlike syncing solutions, with V-SYNC OFF, the frametime is not paced to the scanout, and a frame will begin scanning in as soon as it’s rendered, regardless whether the previous frame scan is still in progress. At 144Hz with 1000 FPS, for instance, this means with a sustained frametime of 1ms, the display updates nearly 7 times in a single scanout.

In fact, at 240Hz, first on-screen reactions became so fast at 1000 FPS and 0 FPS, that the inherit delay in my mouse and display became the bottleneck for minimum measurements.

So, for competitive players, V-SYNC OFF still reigns supreme in the input lag realm, especially if sustained framerates can exceed the refresh rate by 5x or more. However, while at higher refresh rates, visible tearing artifacts are all but eliminated at these ratios, it can instead manifest as microstutter, and thus, even at its best, V-SYNC OFF still can’t match the consistency of G-SYNC frame delivery.



3728 Comments For “G-SYNC 101”

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galloflom
Member
galloflom

Thanks for this info! Quick question, I have an asus zephyrus g15 2021 (165hz) ga503qr with an rtx 3070 and ryzen 9 5900hs, and i was wondering if the optimal setup changes due to the fact that the laptop screen is using amd freesync and there’s no mux switch available in this model? Because when I try to go to the nvidia panel i dont see any option to enable or change gsync, and when i try to use the setup you recommend, the games feel choppy. Just wondering what the best way to set it up in my case would be?

hydroxido
Member
hydroxido

Hey guys, regarding Fortnite on a 360Hz display with G-Sync + NVCP V-Sync + Reflex On/Boost. The Reflex auto-cap isn’t working at all since on Unlimited the in-game counter actually exceeds the refresh rate, and if I set the in-game limiter to 360 the counter sits locked at 360. Is Reflex broken in this game or should I just force a manual 340fps cap in NVCP to ensure I stay within G-Sync range?

Alex4S
Member
Alex4S

I tried Vsync on Nvidia+Gsync on and capped at 237 It seems The frames drop top 160 or even lower at big fights in games like League of legends then frames go back to normal and that can be annoying and noticeable stuttering and not so smooth. Having vsync off it seems that doesnt happen but of course i have some tearing. Why does it happen I have the game on bordereless mode shall i activate gsync both for fullscreen and window mode?

olam
Member
olam

Hi thanks for you guide!

Is it recommended to disable G-SYNC on my other monitors which support G-SYNC?
Only my main monitor runs at 360Hz, while the other two run at 240Hz.

My actual issue is that my games don’t feel as smooth as they should.

Thank you in advance.

Hena
Member
Hena

Quick question, is it normal for a game like Final Fantasy XIV to have a laggy mouse cursor with GSYNC + NVCP V-Sync, it’s not the case when I deactivate GSYNC, it’s weird despite the fact that game has an option for hardware mouse cursor, or is it just the intended behavior with GSYNC ?

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