![]() G-SYNC is designed to by used via DisplayPort only as it relies on its data packet capabilities. You don’t get the screen tearing or ‘visual latency’ of having VSync disabled nor do you get the stuttering or input lag associates with using VSync. By doing this the monitor refresh rate is perfectly synchronised with the GPU. The frame rate of the monitor is still limited in much the same way it is without G-SYNC, but it adjusts dynamically to a refresh rate as low as an advertised 1Hz to match the frame rate of the game. By integrating some clever electronics (below) into specific monitors it is possible to get the monitor to adopt a variable refresh rate (VRR), adjusting in real-time to accommodate the frame rate of a game. Nvidia have come up with a solution to this issue G-SYNC. Nvidia G-SYNC – a variable frame rate solution Further information on supporting our work. Where possible, you’ll be redirected to your nearest store. It is still very noticeable to some people even with ‘Triple Buffering’ enabled, however.Īs an Amazon Associate I earn from qualifying purchases made using the below link. This stutter is most pronounced when ‘Triple Buffering’ is disabled, as the frame rate will suddenly drop to half of the initial value rather than simply reducing by a few FPS. So instead of displaying a new frame the monitor displays the previous frame again, resulting in stutter. In other words the monitor is ready to move onto a new frame before the GPU is ready to send it. Some frames will be processed by the GPU more slowly than the monitor is able to display them. When the frame rate drops below the refresh rate of the monitor this disconnected feeling increases to a level that will bother a large number of users. It is still there, though, and some users feel it disconnects them from gameplay somewhat. On a 120Hz monitor the input lag penalty is half that of a 60Hz monitor and on a 144Hz monitor is even lower. Whilst this eliminates tearing, it also increases input lag as there is an inherent delay before frames are sent to the monitor. It also locks the frame rate to a maximum equal to the monitor’s refresh rate. The solution to this tearing is the ‘VSync on’ option which essentially forces the GPU to hold a frame until the monitor is ready to display it, as it has finished displaying the previous frame. ![]() Because only some of the screen is displaying the most recent information this can be thought of as a source of visual latency, too. Even if users don’t notice distinct tearing, the effect of that tearing (texture displacement and ‘juddering’) is often more obvious. It is generally less noticeable but it is definitely still there. Even on a 120Hz or 144Hz monitor, where some users incorrectly claim that there is no tearing, the tearing is still there. This results in a distinctive ‘tearing’ on the monitor that really bothers some users. ![]() This lack of synchronisation coupled with the nature of monitor refreshes (typically from top to bottom) causes the monitor to display a different frame towards the top of the screen vs. There is an excellent detailed technical explanation of these two modes and what they involve, using a 60Hz monitor in their example, on this AnandTech article.Īt the most basic level ‘VSync off’ allows the GPU to send frames to the monitor as soon as they have been processed, irrespective of whether the monitor has finished its refresh and is ready to move onto the next frame. They are forced to choose one of two main options that determine how the GPU handles its ‘passing of frames’ to the monitor– ‘VSync off’ or ‘VSync on’. This introduces something of a dilemma for gamers in particular. When running graphically intensive content, such as games, frame rate can be expected to fluctuate in response to varying levels of ‘demand’ from the game or application. Traditionally monitors operate at a fixed refresh rate – commonly 60Hz, 120Hz or 144Hz.
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