Need help and understand G-Sync for SFV

Talk about NVIDIA G-SYNC, a variable refresh rate (VRR) technology. G-SYNC eliminates stutters, tearing, and reduces input lag. List of G-SYNC Monitors.
Bubu
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Need help and understand G-Sync for SFV

Post by Bubu » 19 Jan 2022, 19:10

Hi people, i need help because i m struggling to understand v-sync/g-sync for fighting games, especially for SFV
We must know fighting games are locked 60 fps, online netcode uses rollback.
As far as i know Capcom disabled g-sync/freesync and use their own and native online v-sync.
But you can enable G-Sync and makes it working on SFV

Here is the tricks, internal v-sync can be disabled through ini files, G-Sync can be forced through Nvidia Inspector

https://www.reddit.com/r/StreetFighter/ ... ync_guide/

Ok it actually worked, but when i launched game, yes, i can feel the difference, no vsyn on, no tearing...

However, at online, their many weird behavior, some image frame skipping, wrong dropped inputs (e.g you want to make to make a shoryuken, but instead a kick came out, in any fighting games, there is a buffer which you can put inputs within the buffer before)
I have an 1440p IPS 165 hz monitor (HP Omen 27i) which has low input lag at 165 hz (even under 60 hz)
I noticed difference playing SFV on 165 hz and 60 hz, but i dont understand if game is locked at 60 fps, what does it mean if i m facing against a player who use 60 hz?
Honestly enabling G-Sync, reduces latency and game run smoother somehow (although its still locked at 60 fps)

My questions are:

How G-Sync should work at online against players who probably use vsync on?
Should i limit frame rate (its already locked by the game itself)?
I also use Nvidia Low Latency mode but dunno if it work on SFV, i cant tell the difference?
My monitor has Adaptive Sync setting on OSD, if i disabled it, G-Sync is greyed out from Nvidia panel, i assume its Freesync
Does it change anything even if SFV normally dont use G-Sync/Free-sync?
I mean maybe the monitor would refresh otherwise?

Thanks in advance

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jorimt
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Re: Need help and understand G-Sync for SFV

Post by jorimt » 19 Jan 2022, 21:41

Bubu wrote:
19 Jan 2022, 19:10
How G-Sync should work at online against players who probably use vsync on?
G-SYNC will only affect what you're seeing on your side, not the other player. However, since it has lower latency than standalone 60Hz V-SYNC, it will indirectly affect them by allowing you to see your inputs more quickly.
Bubu wrote:
19 Jan 2022, 19:10
Should i limit frame rate (its already locked by the game itself)?
No, as you said, that game already has an internal 60 FPS limit. Keep G-SYNC at a 165Hz refresh rate with the game's internal 60 FPS limit for the lowest possible tear-free latency.
Bubu wrote:
19 Jan 2022, 19:10
I also use Nvidia Low Latency mode but dunno if it work on SFV, i cant tell the difference?
Depends on if the game supports LLM override, some do, some don't, and there's no easy way to tell. That, and LLM only reduces latency when your GPU usage is maxed. If it isn't, LLM won't reduce latency further.
Bubu wrote:
19 Jan 2022, 19:10
My monitor has Adaptive Sync setting on OSD, if i disabled it, G-Sync is greyed out from Nvidia panel, i assume its Freesync
Sounds like you have a G-SYNC Compatible FreeSync monitor. In that case, yes, if your monitor has an OSD setting, you need it enabled before you can enable G-SYNC in the NVCP.
Bubu wrote:
19 Jan 2022, 19:10
Does it change anything even if SFV normally dont use G-Sync/Free-sync?
I mean maybe the monitor would refresh otherwise?
Are you asking if the adaptive sync setting in the monitor has any affect on the game if you don't have G-SYNC enabled in the control panel? If so, it depends on how the monitor's firmware is written. Enabling adaptive sync in the OSD on some FreeSync models, even without enabling G-SYNC in the NVCP, can sometimes have an effect on how much display processing there is, and/or how some overdrive presets look in certain scenarios.
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series

Displays: ASUS PG27AQN, LG 48CX VR: Beyond, Quest 3, Reverb G2, Index OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboards: Wooting 60HE, Logitech G915 TKL Mice: Razer Viper Mini SE, Razer Viper 8kHz Sound: Creative Sound Blaster Katana V2 (speakers/amp/DAC), AFUL Performer 8 (IEMs)

Bubu
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Re: Need help and understand G-Sync for SFV

Post by Bubu » 20 Jan 2022, 18:01

Oh very thanks for your answers
By the way, in Nvidia's panel or Inspector, there is a setting called ''prefered refreshrate''
As i said, the game is locked at 60 fps, by default, its on ''use 3d application settings''
Does it have an effect?
In both case (''use 3d applications settings'' or ''highest available'') i am still at 165 hz
That's mean this setting have no effect on this game?
Thanks

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jorimt
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Re: Need help and understand G-Sync for SFV

Post by jorimt » 20 Jan 2022, 21:50

Bubu wrote:
20 Jan 2022, 18:01
By the way, in Nvidia's panel or Inspector, there is a setting called ''prefered refreshrate''
As i said, the game is locked at 60 fps, by default, its on ''use 3d application settings''
Does it have an effect?
In both case (''use 3d applications settings'' or ''highest available'') i am still at 165 hz
That's mean this setting have no effect on this game?
Thanks
https://blurbusters.com/gsync/gsync101- ... -settings/
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.
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series

Displays: ASUS PG27AQN, LG 48CX VR: Beyond, Quest 3, Reverb G2, Index OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboards: Wooting 60HE, Logitech G915 TKL Mice: Razer Viper Mini SE, Razer Viper 8kHz Sound: Creative Sound Blaster Katana V2 (speakers/amp/DAC), AFUL Performer 8 (IEMs)

roro13200
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Re: Need help and understand G-Sync for SFV

Post by roro13200 » 26 Jan 2022, 12:40

I think for sfv you have to leave vsync on

blurbuster advice always vsync on / gsync on

Bubu
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Re: Need help and understand G-Sync for SFV

Post by Bubu » 28 Jan 2022, 14:30

I dont think so, if you leave v-sync on for SFV, it will disable G-Sync automatically
Blubuster advice to pu v-sync on/g-sync on for games that don't exclude g-sync from working if v-sync is on
Correct me if i was wrong
Anyway i followed what jorimt trying to explain and it actually works without much trouble

Image

Bubu
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Re: Need help and understand G-Sync for SFV

Post by Bubu » 03 Feb 2022, 15:23

https://www.youtube.com/watch?v=yQBoLGb ... x=5&t=209s

This guys have made some tests:

Surprisingly, input lag is same with vsync off and vsync on+gsync
He said according to his test, vsync is not active despite of turning on from Nvidia Panel
So when you use G-Sync, internal v-sync is no longer active and even if we force v-sync from Nvidia Panel, G-Sync works without v-sync?

Any thoughts?

Thanks

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jorimt
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Re: Need help and understand G-Sync for SFV

Post by jorimt » 03 Feb 2022, 16:36

roro13200 wrote:
26 Jan 2022, 12:40
I think for sfv you have to leave vsync on

blurbuster advice always vsync on / gsync on
At 60 FPS 165Hz with G-SYNC on + V-SYNC off, it's well enough within the G-SYNC range that it will only visibly tear during frametime spikes, and most fighting games don't have many frametime spikes to speak of, so I didn't outright recommend G-SYNC + V-SYNC in the OP's specific case for this specific game.
Bubu wrote:
28 Jan 2022, 14:30
I dont think so, if you leave v-sync on for SFV, it will disable G-Sync automatically
To avoid any confusion, I just tested G-SYNC in this game myself. It's not the in-game V-SYNC that disables G-SYNC, it's the game's default Nvidia profile that does.

If you remove the game's exe from its default profile via Nvidia Inspector, it's enough for G-SYNC to engage, with or without in-game or NVCP V-SYNC enabled.
Bubu wrote:
03 Feb 2022, 15:23
https://www.youtube.com/watch?v=yQBoLGb ... x=5&t=209s

This guys have made some tests:

Surprisingly, input lag is same with vsync off and vsync on+gsync
He said according to his test, vsync is not active despite of turning on from Nvidia Panel
So when you use G-Sync, internal v-sync is no longer active and even if we force v-sync from Nvidia Panel, G-Sync works without v-sync?

Any thoughts?

Thanks
There are more details on G-SYNC and what the V-SYNC option does inside the refresh rate with G-SYNC active in my article, but...

Short answer is in that scenario, V-SYNC is G-SYNC as well. It's part of a tearing-prevention component that if disabled, allows G-SYNC to tear, even inside it's range.

1. G-SYNC + V-SYNC + framerates inside the refresh rate = Full, original G-SYNC that can't tear.
2. G-SYNC on + V-SYNC off + framerates inside the refresh rate = partial, adaptive G-SYNC that can tear.

I.E. #2 will only prevent tearing when frames are in time, whereas #1 will prevent tearing whether they're in time, early, or late.
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series

Displays: ASUS PG27AQN, LG 48CX VR: Beyond, Quest 3, Reverb G2, Index OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboards: Wooting 60HE, Logitech G915 TKL Mice: Razer Viper Mini SE, Razer Viper 8kHz Sound: Creative Sound Blaster Katana V2 (speakers/amp/DAC), AFUL Performer 8 (IEMs)

Bubu
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Re: Need help and understand G-Sync for SFV

Post by Bubu » 03 Feb 2022, 19:44

So you recommend to use G-Sync + Vsync off because its locked to 60 fps while on your article, its for games which dont have locked 60 fps right?

https://blurbusters.com/gsync/gsync101- ... ettings/14
If an in-game or config file FPS limiter is available, and framerate exceeds refresh rate:
Set (a minimum of) 3 FPS limit below display’s maximum refresh rate (57 FPS @60Hz, 97 FPS @100Hz, 117 FPS @120Hz, 141 FPS @144Hz, etc).
Do not need to set fps limiter at 3 fps limit below refresh rate since game fps limiter doesnt exceed refresh rate?

Also in this game, when you open ini files, you can disable vsync
Admitting i forced g-sync through Nvidia Inspector, still need to disable v-sync through these ini lines?
[SystemSettings]
r.VSync=0

bUseVSync=True

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jorimt
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Re: Need help and understand G-Sync for SFV

Post by jorimt » 03 Feb 2022, 20:05

Bubu wrote:
03 Feb 2022, 19:44
So you recommend to use G-Sync + Vsync off because its locked to 60 fps while on your article, its for games which dont have locked 60 fps right?
No I recommend G-SYNC + V-SYNC for a tear-free experience, period. I just didn't force the recommendation on you for your particular configuration in that game.
Bubu wrote:
03 Feb 2022, 19:44
Do not need to set fps limiter at 3 fps limit below refresh rate since game fps limiter doesnt exceed refresh rate?
You need to set a minimum -3 FPS limit if the framerate can exceed the refresh rate at any point in the given game, since G-SYNC reverts to V-SYNC behavior with G-SYNC + V-SYNC, and no sync behavior with G-SYNC on + V-SYNC off whenever the framerate is above the refresh rate.
Bubu wrote:
03 Feb 2022, 19:44
Also in this game, when you open ini files, you can disable vsync
Admitting i forced g-sync through Nvidia Inspector, still need to disable v-sync through these ini lines?
I can confirm once I removed the SFV's exe from it's profile through Nvidia Inspector, G-SYNC engaged whether I had V-SYNC enabled/disabled through the NVCP, or enabled/disabled through the game's config files.

So it's up to you whether you leave in-game V-SYNC enabled and set NVCP V-SYNC to "Use 3D application" for the game's profile, or disable in-game V-SYNC and use NVCP V-SYNC (either per app or globally), or disable both. Again, G-SYNC will engage in any of those scenarios for that game so long you remove its exe from its profile in Nvidia Inspector.

On a side note, this is the first time I've opened SFV, and sheesh, it has the largest amount of mandatory intro and message screens I've ever seen, it's relentless :lol:
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series

Displays: ASUS PG27AQN, LG 48CX VR: Beyond, Quest 3, Reverb G2, Index OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboards: Wooting 60HE, Logitech G915 TKL Mice: Razer Viper Mini SE, Razer Viper 8kHz Sound: Creative Sound Blaster Katana V2 (speakers/amp/DAC), AFUL Performer 8 (IEMs)

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