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You're supposed to use V-sync with G-Sync.
Optimal settings for G-sync are - In the control panel: G-sync on, V-sync on. In game v-sync off. Use a frame limiter set to 3-4 fps below your monitor's refresh rate.
This has been confirmed by nvidia themselves, as well as by various tech groups like blurbusters and gamer nexus among others.
Also, in-game VSYNC and driver VSYNC are the same thing. There seems to be a ton of misinformation on this topic :-\
"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."
https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/14
Feel free to post your own evidence instead of making baseless claims and insulting others with a condescending attitude.
I can't provide any more of my own evidence than that software, and I really don't appreciate your attitude :-\
Enabling vsync in-game or in the control panel will have the same result with gsync on...
Except in games where vsync implementation is busted or doesn't work, like what we saw in Apex Legends around launch (while the control panel vsync worked just fine). Something the article mentions if people would be bothered to read.
Look - if you have gysnc you're gonna wanna use vsync. It's well established by the dozens of articles and videos that did benchmarking. Given that's the case, why not globally apply those settings in the control panel so you don't have worry about per game implementation.
Here's how this thread has gone down:
Me: Hey I can help someone out here's some optimized settings proven by various third party testing complete with evidence.
Everyone else: You're misinformed and wrong, we're not gonna tell you why nor provide any evidence or data but you're wrong.
Guess that really shows me not to bother helping people out in the future. If you actually want more info on gsync settings, check out the nvidia sub reddit, they have a FAQ on it with links to various resources as well as a bunch of posts and discussions. I'm done here.
Also, no. You just jumped into the thread and accused someone who has built tools for measuring latency and G-Sync of providing no evidence. If you actually used said tools, you could generate your own evidence and stop relying on misinformation from third-parties. Tools are freely available.
To this end, Special K can not only sample latency and whether G-Sync is working. It's uniquely able to FIX frame pacing issues and enable G-Sync in windowed mode (the correct way, not the driver hack). Actively fixing stuff is much better than reading misinformation about G-Sync :P
Only the graphics stack can synchronize presentation buffer swapping to Vertical Blank. Anything else will be early / late, and hence, it's a graphics API feature, not something games implement.
That makes no sense whatsoever. Stop watching and believing random youtubers that have no idea about anything.
If you activate vsync with gsync, gsync will simply turn off completely if you're above your monitor hz. Which will result in the typical problems like input delays.
As you also got told by idiots to set your fps below your refresh rate: your GPU will NEVER use vsync at all.
false....
the guy you quoted didnt watch some "random youtubers", the settings have been vetted by Nvidia themselves as well as the team over at blurbusters...
read this and learn something noob:
https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/14/
https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/15/
FROM THE PAGE
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Wait, why should I enable V-SYNC with G-SYNC again? And why am I still seeing tearing with G-SYNC enabled and V-SYNC disabled? Isn’t G-SYNC suppose to fix that?
(LAST UPDATED: 05/02/2019)
The answer is frametime variances.
“Frametime” denotes how long a single frame takes to render. “Framerate” is the totaled average of each frame’s render time within a one second period.
At 144Hz, a single frame takes 6.9ms to display (the number of which depends on the max refresh rate of the display, see here), so if the framerate is 144 per second, then the average frametime of 144 FPS is 6.9ms per frame.
In reality, however, frametime from frame to frame varies, so just because an average framerate of 144 per second has an average frametime of 6.9ms per frame, doesn’t mean all 144 of those frames in each second amount to an exact 6.9ms per; one frame could render in 10ms, the next could render in 6ms, but at the end of each second, enough will hit the 6.9ms render target to average 144 FPS per.
So what happens when just one of those 144 frames renders in, say, 6.8ms (146 FPS average) instead of 6.9ms (144 FPS average) at 144Hz? The affected frame becomes ready too early, and begins to scan itself into the current “scanout” cycle (the process that physically draws each frame, pixel by pixel, left to right, top to bottom on-screen) before the previous frame has a chance to fully display (a.k.a. tearing).
G-SYNC + V-SYNC “Off” allows these instances to occur, even within the G-SYNC range, whereas G-SYNC + V-SYNC “On” (what I call “frametime compensation” in this article) allows the module (with average framerates within the G-SYNC range) to time delivery of the affected frames to the start of the next scanout cycle, which lets the previous frame finish in the existing cycle, and thus prevents tearing in all instances.
And since G-SYNC + V-SYNC “On” only holds onto the affected frames for whatever time it takes the previous frame to complete its display, virtually no input lag is added; the only input lag advantage G-SYNC + V-SYNC “Off” has over G-SYNC + V-SYNC “On” is literally the tearing seen, nothing more.
For further explanations on this subject see part 1 “Control Panel,” part 4 “Range,” and part 6 “G-SYNC vs. V-SYNC OFF w/FPS Limit” of this article, or read the excerpts below…
In part 1 “Control Panel“:
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.
G-SYNC + V-SYNC “Off”:
The tearing inside the G-SYNC range with V-SYNC “Off” is caused by sudden frametime variances output by the system, which will vary in severity and frequency depending on both the efficiency of the given game engine, and the system’s ability (or inability) to deliver consistent frametimes.
G-SYNC + V-SYNC “Off” disables the G-SYNC module’s ability to compensate for sudden frametime variances, meaning, instead of aligning the next frame scan to the next scanout (the process that physically draws each frame, pixel by pixel, left to right, top to bottom on-screen), G-SYNC + V-SYNC “Off” will opt to start the next frame scan in the current scanout instead. This results in simultaneous delivery of more than one frame in a single scanout (tearing).
In the Upper FPS range, tearing will be limited to the bottom of the display. In the Lower FPS range (<36) where frametime spikes can occur (see What are Frametime Spikes?), full tearing will begin.
Without frametime compensation, G-SYNC functionality with V-SYNC “Off” is effectively “Adaptive G-SYNC,” and should be avoided for a tear-free experience (see G-SYNC 101: Optimal Settings & Conclusion).
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if you're doing it any other way, you're doing it wrong.....
If you allow frames to reach your max refresh rate, GSync will disable itself and screen tearing will occur. This is why it is suggested to cap your frames just below (typically 3FPS) below what your actual refresh rate. doing so will ALWAYS keep GSync in range.
Problem is, framerate limiters like RTSS aren't advanced enough to do that. There are better solutions.
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https://steamcommunity.com/sharedfiles/filedetails/?id=2405196073
You can play with the limiter yourself. Nominal refresh rate on that screen is 60 Hz, and I don't have to set the limit to 57 to reduce the render queue latency to 0 frames like the misinformation you're quoting.
I prefer generally not to use G-Sync though, Black Frame Insertion has better motion clarity and that's the only thing I care about, smooth, clear motion. Minor latency gains from G-Sync are unimportant.
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Ideally, what you want is Fast Sync + Good Framerate Limiter. You get 0 frames of render queue latency at all times, even without G-Sync.
https://steamcommunity.com/sharedfiles/filedetails/?id=2405201745