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Re: 60 fps capped game on G-Sync compatible monitor

Posted: 23 Feb 2022, 08:31
by RealNC
Kamil950 wrote:
22 Feb 2022, 20:05
Will 60FPS locked games be in native Variable Refresh Rate (VRR) range (60-144HZ) or in LFC range? Is there risk for that momentary stuttering as the boundary would be crossing from native to LFC range and vice versa? 60FPS games can drop some FPS sometimes.
If the floor is 60Hz, then perhaps. I wouldn't get such a monitor for sure.
Would monitor with for example 48-144Hz FreeSync range like ASUS VG249Q or 48-165 Hz like Benq EX2510s or 48-240HZ like AOC 24G2ZU/BK be better in this case? (But I'm not sure if Nvidia has diffrent VRR range than AMD for these monitors like for example for AOC 24G2U.)
On paper, the lower the floor, the better. However, there are no guarantees about avoiding flicker. I've seen posts by people using native g-sync displays (those have a floor of 1 (one) Hz) who still report flicker issues.

Re: 60 fps capped game on G-Sync compatible monitor

Posted: 24 Feb 2022, 00:50
by Chief Blur Buster
RealNC wrote:
23 Feb 2022, 08:31
On paper, the lower the floor, the better. However, there are no guarantees about avoiding flicker. I've seen posts by people using native g-sync displays (those have a floor of 1 (one) Hz) who still report flicker issues.
In reality, wider VRR ranges produce better low-framerate performance.
48-240Hz ranges seem to produce better 20-40fps motion than 30Hz-144Hz ranges.
This is due to briefer LFC penalty (0.5/240sec stutter versus 0.5/144sec stutter error)

On AMD cards, sometimes raising the min Hz higher (on a FreeSync / G-SYNC Compatible) via ToastyX CRU FreeSync range edit (CEA-861 extension block), reduces flicker a bit, by forcing LFC to start at a higher frame rate, and less subject to flicker via LCD decay effects or from slower LCD voltage inversion logic.