jorimt wrote: ↑03 May 2025, 19:55
G-SYNC 101 indeed pre-dates Nvidia MPO support by several years, and since MPO is somewhat config-dependent, I can't provide a single recommendation for that anyway.
Further, my optimal G-SYNC settings are exclusive fullscreen-type flip models + NVCP V-SYNC
(not necessarily set globally), so while they are an
idealized starting point, anyone is obviously free
(and will sometimes have) to deviate where necessary.
Great advice in this thread by y'all, that said, caveat:
Line-item exceptions definitely apply, when dealing with stubborn games!
GSYNC 101, written 10 years ago, has been shockingly durable. It's great when everything fails, e.g. games that predate GSYNC, or games that doesn't properly adapt properly to GSYNC.
The dual divergence has a good reason to exist:
- Forcing VSYNC OFF in games forces games to use asynchronous frametiming (better for VRR)
- Forcing VSYNC ON + GSYNC ON in NVIDIA Control Panel ensures you hide the tearing from the VSYNC OFF setting, but keep the VRR-friendly framepacing logic.
- Many older games were programmed pre-VRR, but still works well with GSYNC.
- Many newer games were programmed very VRR-unaware, and needs this workflow.
Sometimes you have a desire to do VSYNC OFF in some games and GSYNC in other games, but VRR-unaware games need to run the VSYNC OFF programming code logic for VSYNC OFF (tearing+lowlag) and for GSYNC (destuttering). So by having only a VSYNC ON/OFF setting
inside a VRR-unaware game means you can't explicitly tell the game you really want true tearing VSYNC OFF, or whether you want true GSYNC, for that particular game.
So, that's where NVIDIA Control Panel overrides comes into play -- even if you're forcing GSYNC+VSYNC ON while also forcing game VSYNC OFF, to explicitly force a VRR-unaware game to play a beautiful tear-free stutter-free low-lag VRR orchestra song.
This still is necessary advice for
SOME GAMES, even 10 years later. If you don't have any of those "stubborn games" anymore, we can try and rely on NVIDIA's autoconfigurator to decide how to automatically configure a game -- but sometimes the Auto setting doesn't work as intended. So, we get stuck when a game goes stutterfest.
I wish GSYNC 101 was more obsolete by now and GSYNC was much easier, but... Here we are -- GSYNC 101 is still super relevant today!
Even though there's newer lineitem GSYNC advice such as "
purchase more refresh rate range than your game's framerate range so you don't have to worry as often about deciding on multiple different capping compromises". And of course, games that properly detect GSYNC and automatically use most of the same code path that VSYNC OFF uses (instead of fixed clocks that is more ideal for VSYNC ON code paths).
I have to give my hats off to Jorim, the writer of GSYNC 101 for such a durable FAQ. Nothing on the Internet beats it as "the metaphorical equivalent of a GSYNC bible for those damn stubborn old games".
That said, majority of advice above in this thread bats above average (so far) -- The tips in Gias reply is generally great for users who definitely want VRR+DLSS together. Most games that do DLSS usually are VRR aware, but YMMV.