Reques of clarification about sync options in Nvidia CP
I don't know if there is any post about this. I don't have clear what is really the difference (I only gess) among the different Vsync options in the Nvidia Control Panel. We have V-sync on/off, Adaptative, Adaptative (using half of sync), ane even Fast-sync.
I supposee the behavior of all this options are a bit different for 3D users, so I would like some clarification about all this mess. I have some idea, but not very sure if I am right. I have realized that with some games I obtain a smooother gameplay using "Adaptative", but not very sure why, and why it does not work with other games.
I don't know if there is any post about this. I don't have clear what is really the difference (I only gess) among the different Vsync options in the Nvidia Control Panel. We have V-sync on/off, Adaptative, Adaptative (using half of sync), ane even Fast-sync.
I supposee the behavior of all this options are a bit different for 3D users, so I would like some clarification about all this mess. I have some idea, but not very sure if I am right. I have realized that with some games I obtain a smooother gameplay using "Adaptative", but not very sure why, and why it does not work with other games.
As far as I'm concerned this is how your frames are synced with every time your monitor are refreshed. For instance your monitor are refreshed 120 times a second (each pixel flashes 120 times a second). Your GPU produces 60 frames per second but each frame is duplicated to give you 120 per second.
It is duplicated at two different perspectives meant for each eye individually. Your GPU can produce more than 60 (120) a second but it is limited to 120 because of the screens capability. When your GPU produce more than "120" you get screen tearing because you want to, say, fit 3 different frames into one interval. With v-sync on it makes sure every frame is projected in the right interval. 1 Frame for one interval.
If I understand it correctly adaptive is crated for when your GPU cant keep a steady 60FPS so it compromises to make up to fit, say, 40 frames into 40 intervals in stead of 40 frames into 60 intervals. So adaptive is good when your GPU cant keep up.
Someone might explain it better or correct me.
Ps don't let my avatar mislead you, Im not an admin. Its just some render I made... :)
As far as I'm concerned this is how your frames are synced with every time your monitor are refreshed. For instance your monitor are refreshed 120 times a second (each pixel flashes 120 times a second). Your GPU produces 60 frames per second but each frame is duplicated to give you 120 per second.
It is duplicated at two different perspectives meant for each eye individually. Your GPU can produce more than 60 (120) a second but it is limited to 120 because of the screens capability. When your GPU produce more than "120" you get screen tearing because you want to, say, fit 3 different frames into one interval. With v-sync on it makes sure every frame is projected in the right interval. 1 Frame for one interval.
If I understand it correctly adaptive is crated for when your GPU cant keep a steady 60FPS so it compromises to make up to fit, say, 40 frames into 40 intervals in stead of 40 frames into 60 intervals. So adaptive is good when your GPU cant keep up.
Someone might explain it better or correct me.
Ps don't let my avatar mislead you, Im not an admin. Its just some render I made... :)
I rarely get stable 60 fps in any game because I use to play at 2K resolution and only with a single GTX 1070. Precisely I have noticed smoother gameplay using "adaptative vsync" with a game that delivers me stable 60fps (Pro Evolution Soccer 2017).
I really have no idea when or in what situations I sholud use adaptative, half adaptative, or fast, maybe it is a matter of what engine the game uses. Maybe these are only different options just to test in case your gamming experience is bad.
The only thing I have clear is that VSYNC ON = no jagging images but you need stable 60fps or you have stutterings (so I hardly ever use this option).
And VSYNC OFF = broken images but smooth gameplay. But not sure if this is mainly refered to cyclopic gameplay, because 3d vision uses some kind of vsync (I am not sure about this) to make possible the experience. But of course that sync is different from the normal VSYNC ON, because it is possible to play 3d games with jagging images with vsync off (weird).
In short..., I have no idea
I rarely get stable 60 fps in any game because I use to play at 2K resolution and only with a single GTX 1070. Precisely I have noticed smoother gameplay using "adaptative vsync" with a game that delivers me stable 60fps (Pro Evolution Soccer 2017).
I really have no idea when or in what situations I sholud use adaptative, half adaptative, or fast, maybe it is a matter of what engine the game uses. Maybe these are only different options just to test in case your gamming experience is bad.
The only thing I have clear is that VSYNC ON = no jagging images but you need stable 60fps or you have stutterings (so I hardly ever use this option).
And VSYNC OFF = broken images but smooth gameplay. But not sure if this is mainly refered to cyclopic gameplay, because 3d vision uses some kind of vsync (I am not sure about this) to make possible the experience. But of course that sync is different from the normal VSYNC ON, because it is possible to play 3d games with jagging images with vsync off (weird).
It mostly depends on your taste. What do you hate more, tearing or input lag?
Fast sync should be used in theory for games where you get at least 2x the fps of your refresh rate. Still, it can have small microstuttering.
I prefer to force vsync because I'm somewhat tolerant to input lag, but tearing is something that I learned to hate these last years. If I don't get 60fps, I try to endure it.
If I have to play something in 2D, I just use G-Sync + ULMB to get rid of all those things (but I get variable brightness and variable flickering).
It mostly depends on your taste. What do you hate more, tearing or input lag?
Fast sync should be used in theory for games where you get at least 2x the fps of your refresh rate. Still, it can have small microstuttering.
I prefer to force vsync because I'm somewhat tolerant to input lag, but tearing is something that I learned to hate these last years. If I don't get 60fps, I try to endure it.
If I have to play something in 2D, I just use G-Sync + ULMB to get rid of all those things (but I get variable brightness and variable flickering).
[quote="masterotaku"]It mostly depends on your taste. What do you hate more, tearing or input lag?
Fast sync should be used in theory for games where you get at least 2x the fps of your refresh rate. Still, it can have small microstuttering.
I prefer to force vsync because I'm somewhat tolerant to input lag, but tearing is something that I learned to hate these last years. If I don't get 60fps, I try to endure it.
If I have to play something in 2D, I just use G-Sync + ULMB to get rid of all those things (but I get variable brightness and variable flickering).[/quote]
G-sync + ULMB????... I think it must be an error. I have the same monitor and it is not possible to use both at the same time. G-sync, ULMB and 3D Vision are not compatible, you have to choose which one you prefer.
It is a pity that g-sync is not compatible with 3D Vision (maybe a bit of hope for the future, who knows)..., 3D Vision maximun fps is 60 fps (120/2), and the minimum desired when using v-sync is just the same 60 fps (120/2), and it is very difficult to obtain in most games, so the result is more or less stuttering, just because the computer is not smart enough to handle a situation with less than 60 fps. That forces you to have a super-powerfull computer to be sure not to lower from 60 fps in any part of the game you are playing at the moment. That situation is a bit ridiculous, and compared with the 2D + G-sync situation is in a very BIG disadvantage.
masterotaku said:It mostly depends on your taste. What do you hate more, tearing or input lag?
Fast sync should be used in theory for games where you get at least 2x the fps of your refresh rate. Still, it can have small microstuttering.
I prefer to force vsync because I'm somewhat tolerant to input lag, but tearing is something that I learned to hate these last years. If I don't get 60fps, I try to endure it.
If I have to play something in 2D, I just use G-Sync + ULMB to get rid of all those things (but I get variable brightness and variable flickering).
G-sync + ULMB????... I think it must be an error. I have the same monitor and it is not possible to use both at the same time. G-sync, ULMB and 3D Vision are not compatible, you have to choose which one you prefer.
It is a pity that g-sync is not compatible with 3D Vision (maybe a bit of hope for the future, who knows)..., 3D Vision maximun fps is 60 fps (120/2), and the minimum desired when using v-sync is just the same 60 fps (120/2), and it is very difficult to obtain in most games, so the result is more or less stuttering, just because the computer is not smart enough to handle a situation with less than 60 fps. That forces you to have a super-powerfull computer to be sure not to lower from 60 fps in any part of the game you are playing at the moment. That situation is a bit ridiculous, and compared with the 2D + G-sync situation is in a very BIG disadvantage.
[quote="Duerf"]I have realized that with some games I obtain a smooother gameplay using "Adaptative", but not very sure why, and why it does not work with other games.[/quote]
If your that interested, I'd suggest looking for posts from Exitios or ChrisRay.
They both used to answer such questions on the forums. Chris Ray passed away and Extios left or transferred.
Something about FPS software is just approximations and not indicative of actual frame rate/frames delivered. Something about frame ques, buffers, discarded frames, triple buffering, stack and hold, .......................
https://forums.geforce.com/member/1659655/
https://forums.geforce.com/member/1593122/
Duerf said:I have realized that with some games I obtain a smooother gameplay using "Adaptative", but not very sure why, and why it does not work with other games.
If your that interested, I'd suggest looking for posts from Exitios or ChrisRay.
They both used to answer such questions on the forums. Chris Ray passed away and Extios left or transferred.
[quote="Duerf"]
G-sync + ULMB????... I think it must be an error. I have the same monitor and it is not possible to use both at the same time.[/quote]
G-Sync + ULMB can work together. I discovered it first and posted about a complex method, but then someone else said that just creating a custom resolution with a +5px higher Vertical Total value works. It's pretty easy to do.
I got people from blurbusters and overclock.net with a variety of monitors try it and it worked (S2716DG, S2416DG, XB271HU, Acer Z35...).
Proof (the video description of how to do it is outdated): https://m.youtube.com/watch?v=e52T8d8mhfk
Duerf said:
G-sync + ULMB????... I think it must be an error. I have the same monitor and it is not possible to use both at the same time.
G-Sync + ULMB can work together. I discovered it first and posted about a complex method, but then someone else said that just creating a custom resolution with a +5px higher Vertical Total value works. It's pretty easy to do.
I got people from blurbusters and overclock.net with a variety of monitors try it and it worked (S2716DG, S2416DG, XB271HU, Acer Z35...).
Proof (the video description of how to do it is outdated): https://m.
As I mentioned in a similar thread about this. I usually force adaptive in the NCP and forget about it.
If I have vsync off in some games it causes really weird disorienting problems in 3dvision in some titles. This way I eliminate this and the tearing yet it automatically switches it off when I am above frame rate.
Yes input lag is a thing, but as a fighting game player who is very sensitive to this sort of thing and plays competitively, It honestly hasn't had much effect. I feel as long as its consistent and only a a frame or two it's relatively fine.
I can't stand tearing of any kind though.
As I mentioned in a similar thread about this. I usually force adaptive in the NCP and forget about it.
If I have vsync off in some games it causes really weird disorienting problems in 3dvision in some titles. This way I eliminate this and the tearing yet it automatically switches it off when I am above frame rate.
Yes input lag is a thing, but as a fighting game player who is very sensitive to this sort of thing and plays competitively, It honestly hasn't had much effect. I feel as long as its consistent and only a a frame or two it's relatively fine.
I can't stand tearing of any kind though.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="necropants"]As I mentioned in a similar thread about this. I usually force adaptive in the NCP and forget about it.[/quote]
I've never used SLI, but I thought Smooth Vsync was the best option for multi GPUs to reduce stuttering?
Does it not work with 3D Vision?
So, is it a good idea to choose Adaptative in the Nviida CP for all games (Global Configuration) if you play almost always in 3D? Is that the most closer to g-sync? Is there any general rule to know when (what games) adaptative is working fine?
I usually am in many games at 30-50 fps when playing 3D @ 2K resolution, and my goal is to get a smoother gameplay using those fps (without reducing details/resolution).
I am also curious about G-sync+ULMB trick, but if that is the case I don't understand why Nvidia do not include the option in the driver rigth now. In case it is not harmfull for the hardware and it is real that you get the benefits of g-sync and ULMB both at the same time. Is there any bit of hope about G-sync + 3D vision using any other way?
So, is it a good idea to choose Adaptative in the Nviida CP for all games (Global Configuration) if you play almost always in 3D? Is that the most closer to g-sync? Is there any general rule to know when (what games) adaptative is working fine?
I usually am in many games at 30-50 fps when playing 3D @ 2K resolution, and my goal is to get a smoother gameplay using those fps (without reducing details/resolution).
I am also curious about G-sync+ULMB trick, but if that is the case I don't understand why Nvidia do not include the option in the driver rigth now. In case it is not harmfull for the hardware and it is real that you get the benefits of g-sync and ULMB both at the same time. Is there any bit of hope about G-sync + 3D vision using any other way?
I supposee the behavior of all this options are a bit different for 3D users, so I would like some clarification about all this mess. I have some idea, but not very sure if I am right. I have realized that with some games I obtain a smooother gameplay using "Adaptative", but not very sure why, and why it does not work with other games.
- Windows 7 64bits (SSD OCZ-Vertez2 128Gb)
- "ASUS P6X58D-E" motherboard
- "MSI GTX 660 TI"
- "Intel Xeon X5670" @4000MHz CPU (20.0[12-25]x200MHz)
- RAM 16 Gb DDR3 1600
- "Dell S2716DG" monitor (2560x1440 @144Hz)
- "Corsair Carbide 600C" case
- Labrador dog (cinnamon edition)
It is duplicated at two different perspectives meant for each eye individually. Your GPU can produce more than 60 (120) a second but it is limited to 120 because of the screens capability. When your GPU produce more than "120" you get screen tearing because you want to, say, fit 3 different frames into one interval. With v-sync on it makes sure every frame is projected in the right interval. 1 Frame for one interval.
If I understand it correctly adaptive is crated for when your GPU cant keep a steady 60FPS so it compromises to make up to fit, say, 40 frames into 40 intervals in stead of 40 frames into 60 intervals. So adaptive is good when your GPU cant keep up.
Someone might explain it better or correct me.
Ps don't let my avatar mislead you, Im not an admin. Its just some render I made... :)
I really have no idea when or in what situations I sholud use adaptative, half adaptative, or fast, maybe it is a matter of what engine the game uses. Maybe these are only different options just to test in case your gamming experience is bad.
The only thing I have clear is that VSYNC ON = no jagging images but you need stable 60fps or you have stutterings (so I hardly ever use this option).
And VSYNC OFF = broken images but smooth gameplay. But not sure if this is mainly refered to cyclopic gameplay, because 3d vision uses some kind of vsync (I am not sure about this) to make possible the experience. But of course that sync is different from the normal VSYNC ON, because it is possible to play 3d games with jagging images with vsync off (weird).
In short..., I have no idea
- Windows 7 64bits (SSD OCZ-Vertez2 128Gb)
- "ASUS P6X58D-E" motherboard
- "MSI GTX 660 TI"
- "Intel Xeon X5670" @4000MHz CPU (20.0[12-25]x200MHz)
- RAM 16 Gb DDR3 1600
- "Dell S2716DG" monitor (2560x1440 @144Hz)
- "Corsair Carbide 600C" case
- Labrador dog (cinnamon edition)
Fast sync should be used in theory for games where you get at least 2x the fps of your refresh rate. Still, it can have small microstuttering.
I prefer to force vsync because I'm somewhat tolerant to input lag, but tearing is something that I learned to hate these last years. If I don't get 60fps, I try to endure it.
If I have to play something in 2D, I just use G-Sync + ULMB to get rid of all those things (but I get variable brightness and variable flickering).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
G-sync + ULMB????... I think it must be an error. I have the same monitor and it is not possible to use both at the same time. G-sync, ULMB and 3D Vision are not compatible, you have to choose which one you prefer.
It is a pity that g-sync is not compatible with 3D Vision (maybe a bit of hope for the future, who knows)..., 3D Vision maximun fps is 60 fps (120/2), and the minimum desired when using v-sync is just the same 60 fps (120/2), and it is very difficult to obtain in most games, so the result is more or less stuttering, just because the computer is not smart enough to handle a situation with less than 60 fps. That forces you to have a super-powerfull computer to be sure not to lower from 60 fps in any part of the game you are playing at the moment. That situation is a bit ridiculous, and compared with the 2D + G-sync situation is in a very BIG disadvantage.
- Windows 7 64bits (SSD OCZ-Vertez2 128Gb)
- "ASUS P6X58D-E" motherboard
- "MSI GTX 660 TI"
- "Intel Xeon X5670" @4000MHz CPU (20.0[12-25]x200MHz)
- RAM 16 Gb DDR3 1600
- "Dell S2716DG" monitor (2560x1440 @144Hz)
- "Corsair Carbide 600C" case
- Labrador dog (cinnamon edition)
If your that interested, I'd suggest looking for posts from Exitios or ChrisRay.
They both used to answer such questions on the forums. Chris Ray passed away and Extios left or transferred.
Something about FPS software is just approximations and not indicative of actual frame rate/frames delivered. Something about frame ques, buffers, discarded frames, triple buffering, stack and hold, .......................
https://forums.geforce.com/member/1659655/
https://forums.geforce.com/member/1593122/
G-Sync + ULMB can work together. I discovered it first and posted about a complex method, but then someone else said that just creating a custom resolution with a +5px higher Vertical Total value works. It's pretty easy to do.
I got people from blurbusters and overclock.net with a variety of monitors try it and it worked (S2716DG, S2416DG, XB271HU, Acer Z35...).
Proof (the video description of how to do it is outdated): https://m.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I would like to know why NVIDIA doesn't want people to use them together.
If I have vsync off in some games it causes really weird disorienting problems in 3dvision in some titles. This way I eliminate this and the tearing yet it automatically switches it off when I am above frame rate.
Yes input lag is a thing, but as a fighting game player who is very sensitive to this sort of thing and plays competitively, It honestly hasn't had much effect. I feel as long as its consistent and only a a frame or two it's relatively fine.
I can't stand tearing of any kind though.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I've never used SLI, but I thought Smooth Vsync was the best option for multi GPUs to reduce stuttering?
Does it not work with 3D Vision?
I usually am in many games at 30-50 fps when playing 3D @ 2K resolution, and my goal is to get a smoother gameplay using those fps (without reducing details/resolution).
I am also curious about G-sync+ULMB trick, but if that is the case I don't understand why Nvidia do not include the option in the driver rigth now. In case it is not harmfull for the hardware and it is real that you get the benefits of g-sync and ULMB both at the same time. Is there any bit of hope about G-sync + 3D vision using any other way?
- Windows 7 64bits (SSD OCZ-Vertez2 128Gb)
- "ASUS P6X58D-E" motherboard
- "MSI GTX 660 TI"
- "Intel Xeon X5670" @4000MHz CPU (20.0[12-25]x200MHz)
- RAM 16 Gb DDR3 1600
- "Dell S2716DG" monitor (2560x1440 @144Hz)
- "Corsair Carbide 600C" case
- Labrador dog (cinnamon edition)