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Airsketch vs syncpad
Airsketch vs syncpad










If an in-game or config file FPS limiter is available, and framerate exceeds refresh rate:Ģ. It isn’t a recommendation, it’s an else/if option. With G-SYNC, that’s not advised the lower the physical refresh rate, the slower the scanout/frame delivery is, regardless of achievable average framerate, which means 117 FPS (3 below to avoid G-SYNC disengagement) G-SYNC is higher latency than 117/120 FPS G-SYNC.įor the fastest possible frame delivery during tear-free VRR operation, always set your G-SYNC monitor to the highest physical refresh rate available, and control the variable refresh “rate” with an FPS limiter instead of lowering the physical refresh rate.įor the settings of Low Latency mode, do you recommend still having this setup this way? Even though it isn’t supported in DX12? Or should I then also set the monitors herz to 120? The recommendation does not factor in GPU-bound scenarios.įor said scenarios, yes, if you cap the average framerate low enough to prevent the GPU from maxing, it will reduce extra render queue latency, that again, is separate of G-SYNC, which addresses sync latency you can have both render queue latency and sync latency at the same time, or either separately (they stack).Īlternately, you can use Reflex, where available, which sets an automatic dynamic FPS limit to prevent the GPU from maxing instead. The suggested minimum -3 FPS limit, which is relative to the currently set max physical refresh rate, is solely to keep the framerate within the refresh rate, since G-SYNC only functions within the current max refresh rate. That’s not directly G-SYNC-related, that’s typically a GPU limitation, which involves another form of latency (render queue-level) separate of the latency G-SYNC addresses (sync-level). But what if the FPS in my game I play sometimes goes down to 105 (mostly is at 135). You say that if I have a 144 HZ Monitor with G-Sync I should cap it at 141. Suffice to say, even at its worst, G-SYNC beats V-SYNC. This “true” method is rarely used, and its availability, in part, can depend on the game engine’s API (OpenGL, DirectX, etc).Ī form of this “true” method is implemented by the DWM (Desktop Window Manager) for borderless and windowed mode, and by Fast Sync, both of which will be explained in more detail further on. “True” triple buffer V-SYNC, like “alt,” prevents the lock to half the refresh rate, but unlike “alt,” can actually reduce V-SYNC latency when the framerate exceeds the refresh rate. Unlike double buffer V-SYNC, it prevents the lock to half the refresh rate when the framerate falls below it, but in turn, adds 1 frame of delay over double buffer V-SYNC when the framerate exceeds the refresh rate if double buffer adds 2-6 frames of delay, for instance, this method would add 3-7 frames. With double buffer V-SYNC, a fixed frame delivery window is missed and the framerate is locked to half the refresh rate by a repeated frame, maintaining extra latency, whereas G-SYNC adjusts the refresh rate to the framerate in the same instance, eliminating latency.Īs for “triple buffer” V-SYNC, while the subject won’t be delved into here due to the fact that G-SYNC is based on a double buffer, the name actually encompasses two entirely separate methods the first should be considered “alt” triple buffer V-SYNC, and is the method featured in the majority of modern games. Why? It boils down to how G-SYNC and V-SYNC behavior differ whenever the framerate falls (even for a moment) below the maximum refresh rate. However, the G-SYNC numbers do show a reduction, mainly in the minimum and averages across refresh rates. Preview of NVIDIA G-SYNC, Part #2 (Input Lag).Preview of NVIDIA G-SYNC, Part #1 (Fluidity).14 - G-SYNC 101: Optimal G-SYNC Settings & Conclusion.13 - G-SYNC 101: Hidden Benefits of High Refresh Rate G-SYNC.12 - G-SYNC 101: External FPS Limiter HOWTO.10 - G-SYNC 101: G-SYNC Fullscreen vs.03 - G-SYNC 101: Input Lag & Test Methodology.












Airsketch vs syncpad