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.



3569 Comments For “G-SYNC 101”

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fighter7777777
Member
fighter7777777

Hello, does this guide also apply to intel users as well? Such as if Intel’s XELL mode behaves differently to NVidia’s reflex and recommendations vary for intel.

pmanha
Member
pmanha

RTSS Framelimiter: stick with async (default) or change it?

So I’ve been messing around with FPS caps and I’m kinda torn. I saw a post on reddit saying RTSS Framelimiter async introduces more latency compared to Reflex, which got me thinking…

Right now I can either:

Use Reflex and cap at 225fps

Use RTSS Framelimiter (async) and get ~236fps

Is that tiny FPS gain really worth the potential input lag?

Hannibal0098
Member
Hannibal0098

Interesting take on VSync with FPS limiter, I have tried this before (limiting my FPS to 59 on a 60hz monitor with VSync) but I never experienced the stutter mentioned. Maybe it varies from game to game? I haven’t tried this on Overwatch.

anthony3192
Member
anthony3192

How do I know that in no reflex games I’m getting as little input lag as possible? It almost seems that when I activate gsync + vsync from NVCP the input lag is much higher than when I only have gsync active. Obviously I’m talking to you about titles without reflex.

tomatojuice
Member
tomatojuice

I see that this article was published in 2017 and I am not sure if it’s been updated so I wanna ask a few questions.You advise FreeSync folks to use in-game V-SYNC as “AMD control panel V-SYNC is limited to OpenGL”.Is this still the case?

Also AMD adrenaline software has Radeon Enhanced Sync and VSync, which one should one use?

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