Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
Posted: 22 Jan 2026, 15:13
So I don't know what the penalty is for this, but I did find that if I use lossless scaling, set it to adaptive frame gen and set the target FPS to the max FPS I can get stable the artifacts at lower refresh rates go away for the most part and because there's not a lot of frame gen happening on the lossless scaling side I don't see any artifacts.
For example, Zenless zone zero even though I get 120 fps and I can cap it using riva to 120 fps to get a flat line, no matter what I do (front edge, back edge, async or reflex) gsync pulsar gives me crosstalk and blur (which I assume is compensation pulse) but the moment I use lossless scaling adaptive to frame gen me to 120 fps (while still trying to generate native 120 fps) now everything looks more consistently clear and with no artifacts that I can notice. I don't know what the latency impacts of this are but since some of these games I play with controller rather than mouse + keyboard I don't really feel the input lag and it just looks absolutely clear in motion.
Update:
It looks like this work around isn't the silver bullet, it largely depends on the game itself what type of work around you have to use to get perfect frame times for Gsync pulsar to give you a blur free experience with no artifacts at lower refresh rates (talking around the 120 fps mark). Wuthering waves for example, only works perfectly with Gsync pulsar if you either cap the FPS to 120 with riva and use DLSS frame gen X2 to frame gen 60 fps to 120 OR cap to 60 fps with riva and then use adaptive frame gen with lossless to 120 fps. Going with higher multipliers leads to artifacts (I actually found lossless looks better than DLSS frame gen for the most part but there are a few times I see lossless fall flat on it's face with details that are better replicated with motion vectors). Either way I REALLY hope DLSS adaptive frame generation is the silver bullet I've been waiting for because right now lossless scaling wins in terms of smoothness in every scenario (despite artifacts due to no access to motion vectors and it's heavier to run than DLSS frame gen). I'll probably start documenting best settings per game somewhere and maybe open up a website because honestly it's starting to feel like you need a degree in motion clarity just to navigate the best settings PER game to make full use of pulsar, As it stands nvidia reflex doesn't really help making the frame delivery smooth enough for Gsync pulsar for games that aren't competitive (that don't require much horsepower to run at absurd frame rates in general)
For example, Zenless zone zero even though I get 120 fps and I can cap it using riva to 120 fps to get a flat line, no matter what I do (front edge, back edge, async or reflex) gsync pulsar gives me crosstalk and blur (which I assume is compensation pulse) but the moment I use lossless scaling adaptive to frame gen me to 120 fps (while still trying to generate native 120 fps) now everything looks more consistently clear and with no artifacts that I can notice. I don't know what the latency impacts of this are but since some of these games I play with controller rather than mouse + keyboard I don't really feel the input lag and it just looks absolutely clear in motion.
Update:
It looks like this work around isn't the silver bullet, it largely depends on the game itself what type of work around you have to use to get perfect frame times for Gsync pulsar to give you a blur free experience with no artifacts at lower refresh rates (talking around the 120 fps mark). Wuthering waves for example, only works perfectly with Gsync pulsar if you either cap the FPS to 120 with riva and use DLSS frame gen X2 to frame gen 60 fps to 120 OR cap to 60 fps with riva and then use adaptive frame gen with lossless to 120 fps. Going with higher multipliers leads to artifacts (I actually found lossless looks better than DLSS frame gen for the most part but there are a few times I see lossless fall flat on it's face with details that are better replicated with motion vectors). Either way I REALLY hope DLSS adaptive frame generation is the silver bullet I've been waiting for because right now lossless scaling wins in terms of smoothness in every scenario (despite artifacts due to no access to motion vectors and it's heavier to run than DLSS frame gen). I'll probably start documenting best settings per game somewhere and maybe open up a website because honestly it's starting to feel like you need a degree in motion clarity just to navigate the best settings PER game to make full use of pulsar, As it stands nvidia reflex doesn't really help making the frame delivery smooth enough for Gsync pulsar for games that aren't competitive (that don't require much horsepower to run at absurd frame rates in general)