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.



3121 Comments For “G-SYNC 101”

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hustlerhehe
Member
hustlerhehe

and what setting do you prefer in nvidia inspector
gsync – application requested state ?
allow/force off/disallow/ultra low motion blur/fixed refresh rate ?

edwpat
Member
edwpat

I always have high fps when I play and I notice a delay and when I deactivated G syng I felt more fluid. Is it normal or should I activate it again

OscarOn240Hz
Member
OscarOn240Hz

Valve added a recommendation for G-Sync users in CS2 where they recommend to turn G-Sync on and V-Sync (ingame) on. Now my question is if I should still disable V-Sync ingame or should I turn it on in this case and let the NVCP V-Sync do it’s job.

hustlerhehe
Member
hustlerhehe

Hello, I have an Asus VG279QM 280 Hz monitor
I wonder if gsync bites with the elmb sync monitor function.
can you comment?

If I understand correctly, i need to subtract 3 fps from hz, so in my case, if I use 280 hz, then 277fps lock in nvidia settings and games.

although the strange thing is that if I have locked 277 fps, the steam overlay shows that it is supposedly locked at 260 fps, this is strange.

I did everything as per the guide above

Harachten
Member
Harachten

Hi, is it normal that gsync affects mouse cursor? for example, im playin WoW where fps changes always from 200 to 60 especially in raids, with g sync on my mouse is also affected and the cursor movement drops to 60fps too, is this normal or a bug? also for some reason my gsync only works when i enable it per app and globally too

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