

The fullscreen optimizations setting doesn’t apply to games set to legacy borderless/windowed mode, nor do I think it applies in DX12, since that API already uses its own hybrid exclusive fullscreen/borderless flip mode. Instead, it’s effectively an alternate flip mode that behaves like exclusive fullscreen when a game window is focused, and borderless/windowed when it is unfocused, allowing quicker alt+tabs and external overlays to appear by letting DWM composition activate temporarily in those instances. If the in-game V-SYNC isn’t broken and it isn’t triple buffer, it’s effectively the same as NVCP V-SYNC when used with G-SYNC where preventing all tearing within the refresh rate is concerned.Īny other non-V-SYNC optimizations the in-game V-SYNC solution may or may not offer over the NVCP V-SYNC option (be it a positive or negative effect there can be one or both) is entirely game-specific and isn’t directly related to tear-free G-SYNC operation.įullscreen optimizations isn’t directly related to VRR operation. To be clear, I stated in that comment that G-SYNC can’t fix system-side stutter, regardless of its configuration, not that the in-game V-SYNC in Fallout 4 doesn’t prevent tearing when paired with G-SYNC.

I’ve addressed this before in the forums here:īecause I know sometimes in-game v-sync cannot compensate for certain tearing issues, like you explained below for someone’s Fallout 4 example


(and brings up the question of whether or not they can be enabled at the same time) Now, that’s not a direct quote, that’s just a summation from memory of something I BELIEVE he said.īut, is this actually true? And does this stack with using Nvidia control panel V-sync ON for extra improvements? Because I know sometimes in-game v-sync cannot compensate for certain tearing issues, like you explained below for someone’s Fallout 4 example, but in regards to in-game latency optimization, this anecdote seems to hold water. These extra engine optimizations can reduce input lag beyond what Nvidia Control panel can offer, and so should be used instead.” I remember a video from Battle(non)sense on Youtube where he had tested various G-sync and Reflex settings and determined something along the lines of “G-sync should be used in combination with in-game V-sync because in-game V-sync will enable engine optimizations that Nvidia control panel does not. Hey there, jorimt! I have a question that I haven’t seen addressed here (sorry if I’ve missed it.) However, while at higher refresh rates, visible tearing artifacts are all but eliminated at these ratios, it can instead manifest as microstutter, and thus, even at its best, V-SYNC OFF still can’t match the consistency of G-SYNC frame delivery. So, for competitive players, V-SYNC OFF still reigns supreme in the input lag realm, especially if sustained framerates can exceed the refresh rate by 5x or more. In fact, at 240Hz, first on-screen reactions became so fast at 1000 FPS and 0 FPS, that the inherit delay in my mouse and display became the bottleneck for minimum measurements. At 144Hz with 1000 FPS, for instance, this means with a sustained frametime of 1ms, the display updates nearly 7 times in a single scanout. Unlike syncing solutions, with V-SYNC OFF, the frametime is not paced to the scanout, and a frame will begin scanning in as soon as it’s rendered, regardless whether the previous frame scan is still in progress.
