9minty wrote: ↑14 Mar 2026, 13:38
Dude, that's G-sync. No measured data proving that the settings work the same on freesync.
On a side note there seems to be no actual testing on free sync settings for some reason (Even technical youtubers avoid it). I check this thread every now and then in hopes that I will be able to switch to team red but nobody ever posts real tested settings
What exactly would you like to see?
When discussing
variable refresh rate (display synced to GPU), the biggest pitfall of AMD GPUs is that there's no way to invoke some kind of automatic frame rate limiter solution (akin to what the recommended VRR+VSYNC+Reflex or VRR+VSYNC+ULLM setup does)
AMD"s Chill & Frame Rate Target Control (FRTC) operate in the following manner:
100fps cap
200fps cap
Of course, keep in mind that
PCLatency (FrameView metric in question) is a
sum of 3 averages/arithmetic means of 3 time intervals, which will noticably affect the representation of graphs above (as in, the spread and shape of the data, as it's being "dampened" due to the averaging; it's not instantaneous)
See here
For the best possible FreeSync (VRR) setup on AMD, your options are limited to:
Freesync + VSYNC (in-game or Adrenaline toggle) + AL2/AL1 enabled
& using a internal/external frame rate limiter of choice to do the frame rate limiting
I would start with Nvidia's autocap values
at minimum
For example:
138–139 FPS @ 144 Hz
159 FPS @ 165 Hz
224–225 FPS @ 240 Hz
324–327 FPS @ 360 Hz
~351 FPS @ 390 Hz
~438 FPS @ 500 Hz
469 FPS @ 540 Hz
etc.
However, if you want to battle/eliminate tearing by using [/b]fixed refresh rate[/b], which is also a viable solution to this visual artifact, you could also resort to using
RTSS Scanline-Sync (fine with kernel AC games) and/or
SK' Latent-Sync (not fine with kernel AC games; gray area)
Namely, you would adjust your refresh rate to a value you can maintain constantly in X game
You'd use one of the frame rate limiters discussed (Scanline-Sync or Latent-Sync) and run FPS=Hz
This way, you battle tearing in a fixed refresh rate scenario, which would be a ideal use-case for OLEDs.
The former likely introduces a latency penalty, I don't know about the latter.
The biggest benefit of this approach is that you also have the ability to use
backlight strobing with this approach.
(they like to tout this method as "lagless VSYNC", as you're keeping the tearing-line relatively fixed)