G-SYNC 101: Control Panel


G-SYNC Module

The G-SYNC module is a small chip that replaces the display’s standard internal scaler, and contains enough onboard memory to hold and process a single frame at a time.

The module exploits the vertical blanking interval (the span between the previous and next frame scan) to manipulate the display’s internal timings; performing G2G (gray to gray) overdrive calculations to prevent ghosting, and synchronizing the display’s refresh rate to the GPU’s render rate to eliminate tearing, along with the delayed frame delivery and adjoining stutter caused by traditional syncing methods.

G-SYNC Demo

The below Blur Busters Test UFO motion test pattern uses motion interpolation techniques to simulate the seamless framerate transitions G-SYNC provides within the refresh rate, when directly compared to standalone V-SYNC.

G-SYNC Activation

“Enable for full screen mode” (exclusive fullscreen functionality only) will automatically engage when a supported display is connected to the GPU. If G-SYNC behavior is suspect or non-functioning, untick the “Enable G-SYNC, G-SYNC Compatible” box, apply, re-tick, and apply.

Blur Buster's G-SYNC 101: Control Panel

G-SYNC Windowed Mode

“Enable for windowed and full screen mode” allows G-SYNC support for windowed and borderless windowed mode. This option was introduced in a 2015 driver update, and by manipulating the DWM (Desktop Windows Manager) framebuffer, enables G-SYNC’s VRR (variable refresh rate) to synchronize to the focused window’s render rate; unfocused windows remain at the desktop’s fixed refresh rate until focused on.

G-SYNC only functions on one window at a time, and thus any unfocused window that contains moving content will appear to stutter or slow down, a reason why a variety of non-gaming applications (popular web browsers among them) include predefined Nvidia profiles that disable G-SYNC support.

Note: this setting may require a game or system restart after application; the “G-SYNC Indicator” (Nvidia Control Panel > Display > G-SYNC Indicator) can be enabled to verify it is working as intended.

G-SYNC Preferred Refresh Rate

“Highest available” automatically engages when G-SYNC is enabled, and overrides the in-game refresh rate selector (if present), defaulting to the highest supported refresh rate of the display. This is useful for games that don’t include a selector, and ensures the display’s native refresh rate is utilized.

“Application-controlled” adheres to the desktop’s current refresh rate, or defers control to games that contain a refresh rate selector.

Note: this setting only applies to games being run in exclusive fullscreen mode. For games being run in borderless or windowed mode, the desktop dictates the refresh rate.

G-SYNC & V-SYNC

G-SYNC (GPU Synchronization) works on the same principle as double buffer V-SYNC; buffer A begins to render frame A, and upon completion, scans it to the display. Meanwhile, as buffer A finishes scanning its first frame, buffer B begins to render frame B, and upon completion, scans it to the display, repeat.

The primary difference between G-SYNC and V-SYNC is the method in which rendered frames are synchronized. With V-SYNC, the GPU’s render rate is synchronized to the fixed refresh rate of the display. With G-SYNC, the display’s VRR (variable refresh rate) is synchronized to the GPU’s render rate.

Upon its release, G-SYNC’s ability to fall back on fixed refresh rate V-SYNC behavior when exceeding the maximum refresh rate of the display was built-in and non-optional. A 2015 driver update later exposed the option.

This update led to recurring confusion, creating a misconception that G-SYNC and V-SYNC are entirely separate options. However, with G-SYNC enabled, the “Vertical sync” option in the control panel no longer acts as V-SYNC, and actually dictates whether, one, the G-SYNC module compensates for frametime variances output by the system (which prevents tearing at all times. G-SYNC + V-SYNC “Off” disables this behavior; see G-SYNC 101: Range), and two, whether G-SYNC falls back on fixed refresh rate V-SYNC behavior; if V-SYNC is “On,” G-SYNC will revert to V-SYNC behavior above its range, if V-SYNC is “Off,” G-SYNC will disable above its range, and tearing will begin display wide.

Within its range, G-SYNC is the only syncing method active, no matter the V-SYNC “On” or “Off” setting.

Currently, when G-SYNC is enabled, the control panel’s “Vertical sync” entry is automatically engaged to “Use the 3D application setting,” which defers V-SYNC fallback behavior and frametime compensation control to the in-game V-SYNC option. This can be manually overridden by changing the “Vertical sync” entry in the control panel to “Off,” “On,” or “Fast.”



3696 Comments For “G-SYNC 101”

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tearxinnuan
Member
tearxinnuan

Thank you very much for your article and tutorial! I’ve set up the appropriate settings according to your article, but I still have some questions I’d like to ask!

First, my current settings are:
NVCP: G-SYNC + V-SYNC on, LLM off,
In Game: Reflex on + boost, V-SYNC off

I believe this setup is optimal for GSYNC usage. I don’t limit my frame rate using any external software or NVCP. When I enable Reflex in-game, it automatically caps my frame rate at 260 FPS (my monitor is 280Hz). I think relying solely on Reflex to limit my frame rate would be more straightforward than setting it separately, and perhaps also avoid conflicts and instability caused by multiple frame limits. Secondly, I’ve personally tested the games I play, and Reflex takes precedence over both the in-game and NVCP frame limits. That is, no matter how much I limit my frame rate, once Reflex is enabled, it caps it at 260 FPS.

I primarily play competitive games like Valve, APEX, and Overwatch, but I also occasionally play other single-player games. Then, the competitive games I play all have Reflex, so can I completely abandon all external frame limiting methods and rely solely on Reflex?

Also, regarding LLM in NVCP, should I set it on or off, or even set it to Ultra? I’m not sure if there are any advantages or disadvantages to turning LLM on, even though Reflex takes over a lot of the processing. There’s a lot of controversy online about LLM, and even NVIDA officials claim that setting LLM to Ultra will minimize V-SYCN latency.

Looking forward to your answers!

dimacbka
Member
dimacbka

Hi. I really liked this article. But I have a couple of questions. I have a new PC that gives 800 fps in cs2. How do I set up this gsync+vsync+reflex bundle correctly? My monitor is 280Hz. I’m confused, do I need to limit frames via the nvidia panel? Yesterday I turned on “delay” on Ultra and reflex+boost. In the game, the frames were around 260. With the fps_max parameter 0

mike-lesnik
Member

Hello, jorimt! My question is more about input delay than G-sync, but I decided to ask it here because I really like your style of response — simple and clear.
I don’t quite understand what role frametime plays in input delay? It is often written that frametime is the time needed to create a frame, but 60 frames of 16.6 ms each can be created by either an underloaded or overloaded GPU. On the screen, we see the same framerate and frametime in both cases, but the resulting input delay will be different…
That is, the frametime is not “the time it took the system (CPU-OS-Engine-GPU) to create the frame”, but “the time allotted for displaying the frame by the display before the next one appears”?

dpawelcz
Member
dpawelcz

I’m having an awful time trying to get Street Fighter 6 feeling good on my Zephyrus G14 gaming laptop. It has a 120hz OLED screen. I swear in game it doesn’t feel like its getting 120hz, and feels input laggy.
The game is locked at 60fps, and it feels as if its running at 60hz. Outside the game i’ve confirmed im running at 120hz on the display. I have gsync ON and vsync ON in the nvidia control panel. I’ve also noticed that no matter what, sf6 starts with vsync on in the settings and i have to turn it off every time manually. I suspect that might be the issue.
Any tips would be greatly appreciated

anthony3192
Member
anthony3192

When I activate vsync from the nvidia app per profile, therefore from game to game (as you advised me) some games like the witcher, wukong, fortnite are limited to 225fps (I have a 240hz monitor) while other titles like Valorant and Cod have an unlocked frame rate, so they are not limited. How come?

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