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Nvidia Freesync Tearing

8.5K views 31 replies 15 participants last post by  littledonny  
#1 ·
I know it's still a fairly new implementation, but I'm hoping there's a similar problem when using Freesync with AMD.

I have a LG 29UM69G and the Freesync range is 40-75 stock, now when I test Freesync with Pendulum and play Just Cause 3 there's tearing on the bottom part of the screen, about a inch of tearing. I'm limiting frames to 73 with RTSS and at no point is frames dipping below 40.

Is there something I can tweak in CRU to help fix this?
 
#28 ·
I found this thread from a google search. I have the same problem as OP, but I'm using freesync. I don't have any problem enabling vsync (enhanced sync) if necessary, but why is it necessary with the fps capped belong the max freesync range? If I'm in the freesync range, why would I be getting tearing at all on the demo when freesync is enabled without vsync?
 
#3 ·
Would like to get input from other users.
 
#5 ·
Is your refresh rate changing? Open your OSD to see.
 
#8 ·
My OSD doesn't have a Refresh Rate monitor.

If you're new to using gsync make sure it's actually running. You can enable the on screen display for testing in the Nvidia control panel, and if your monitor has a built-in refresh rate counter like mine does you can also use that to verify. The refresh rate should fluctuate from the max/default or at least go to whatever you have it capped at (you should cap a few FPS under) depending on your frame rate.

Gsync can be really finicky at times, depending on the game. I've had it setup correctly before (or so I thought), only to have it not work or crash/hang. I go reset all the settings to the same values or reinstall my video drivers and somehow that fixes it. Point is, it's touchy.

Also, as others said above you want vsync ON in the nvidia control panel but OFF inside the game's settings. You should also use RTSS or a game's built in FPS limiter to limit your framerate to a few frames below your monitor's limit. For example, if your monitor is 120Hz then set your limit at 117 fps.
I already enabled the G-Sync indicator and verified G-Sync / Freesync is actually attempting to smooth things out with Nvidia Pendulum and AMD Windmill, along with a couple light gaming sessions.
 
#6 ·
If you're new to using gsync make sure it's actually running. You can enable the on screen display for testing in the Nvidia control panel, and if your monitor has a built-in refresh rate counter like mine does you can also use that to verify. The refresh rate should fluctuate from the max/default or at least go to whatever you have it capped at (you should cap a few FPS under) depending on your frame rate.

Gsync can be really finicky at times, depending on the game. I've had it setup correctly before (or so I thought), only to have it not work or crash/hang. I go reset all the settings to the same values or reinstall my video drivers and somehow that fixes it. Point is, it's touchy.

Also, as others said above you want vsync ON in the nvidia control panel but OFF inside the game's settings. You should also use RTSS or a game's built in FPS limiter to limit your framerate to a few frames below your monitor's limit. For example, if your monitor is 120Hz then set your limit at 117 fps.
 
#7 ·
Yes enabling vsync in NVCP and capping fps 2 (i prefer 3) below your maximum hz will give you 0 screen tearing and not add any additional input delay. It is also advisable to cap your fps using ingame means first, but if the game doesn't offer any way to cap fps then RTSS is the second best option but it will add half a frame of input delay.
 
#13 ·
Not true. Vsync will always add input lag. Altho if you cap lower than refresh rate you wont hit its ceilling and input lag is lower, but still higher than vsync off.

Also with this driver based gsync we should cap around 10 fps lower than refresh rate because it is very imprecise and you are constantly hitting gsync ceilling, creating either tearing or input lag. The 3fps rule is only valid for gsync modules. Join us at blur busters for more info.
 
#9 ·
Nvidia has enabled adaptive sync on hundreds of monitors, but only a handful are 100% working. Is your monitor on the list?


If not, it might be awhile if nvidia actually starts going through monitors and adding driver updates with them.


For now, can you simply set the monitor to a static 70 or 75hz, and play games without issues? or does it seem to choke a bit?
 
#10 ·
After a bit more reading it seems to be the typical G-Sync behaviour. Partial tearing at the bottom of the screen when near the upper VRR range. And the typical usage for G-Sync and Freesync is V-Sync enabled in the driver and FPS limit in-game or RTSS.
 
#12 ·
RTSS is a bad limiter, even ingame ones may not always keep 73fps when your max is 75Hz, as such it may spike up to 76fps, 77fps, etc. without you seeing that unless you log into file every single frame time.
The only way to fix the over range tearing is either enable Vsync = no thanks don't like random lag spikes or enable FastSync/EnhancedSync.
AdaptiveSync+Fast/EnahancedSync is the way to go IMHO if you want sync at all times.

The reddit lists are dead, not maintained really. 1st wasn't even secured and was public edit at some point = randoms ruined it. 2nd has mistakes in it all over, owner doesn't reply to fix it from further reports and doesn't give access. There is no form to add to the spreadsheet either = uber monkey job by owner to read it up from reddit = it's dead.

Nvidia has a form to report issues with AdaptiveSync on their website, link is on reddit, I didn't save it but it should be easy to find.

Here it is NVIDIA G-SYNC Compatible Monitor Feedback: https://surveys.nvidia.com/index.jsp?pi=c7e1841997b517fad69d16106b36250b
 
#16 ·
battlenonsense did a video about gsync on freesync monitors actually, funny enough he says do -not- use v-sync + g sync, as you will get vsync input lag
video: https://www.youtube.com/watch?v=L42nx6ubpfg
Did you watch to the point of the graphs? Basically the right way to use it is;

G-Sync/Freesync ON +
Ingame FPS Limit ( or RTSS if game dosen't have one ) +
Vsync in driver ( he said it dosen't matter if it's in game or driver, but I use driver since that's what's been found at blurbusters )

If you let the FPS go above the Adaptive Sync ceiling then you will get the V-Sync lag, only then.
 

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#19 ·
Vsync is not LFC LOL.

Below VRR = LFC when VRR range allows. Above VRR = tearing and the best way to solve that is to use Fast/Enhanced sync not Vsync. Never use the bloody awful Vsync, ever.
GeForce and input lag... nothing new.

And don't use outside of game frame limiters, they stall the game thread and it's an injection hack essentially. You're only lucky this has gotten common and the common software such as RTSS, ReShade is whitelisted from cheat protections etc. but not always, and sometimes it can make games crash too or they won't even start with any overlay or injection.
 
#21 · (Edited)
I am not talking about Low Frametime Compensation which doubles the refresh rate below the adaptive floor on compatible monitors.

So what would you rather people do on games that don't have in game limiters to keep it below the Adaptive limit? Also what if the game dosen't go above the VRR limit but is really close to it and you get tearing?

You're basically contradicting every blurbuster guide, every recommendation by the admins, by the members on that forum, and the video that was posted?

https://www.blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/8/

Say the system can maintain an average framerate just above the maximum refresh rate, and instead of an FPS limit being applied to avoid V-SYNC-level input lag, Fast Sync is enabled on top of G-SYNC. In this scenario, G-SYNC is disabled 99% of the time, and Fast Sync, with very few excess frames to work with, not only has more input lag than G-SYNC would at a lower framerate, but it can also introduce uneven frame pacing (due to dropped frames), causing recurring microstutter. Further, even if the framerate could be sustained 5x above the refresh rate, Fast Sync would (at best) only match G-SYNC latency levels, and the uneven frame pacing (while reduced) would still occur.

That’s not to say there aren’t any benefits to Fast Sync over V-SYNC on a standard display (60Hz at 300 FPS, for instance), but pairing Fast Sync with uncapped G-SYNC is effectively a waste of a G-SYNC monitor, and an appropriate FPS limit should always be opted for instead.
https://www.blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/8/

Image


The only time V-Sync + G-Sync came close to V-Sync + No G-Sync is when you let the FPS go ABOVE the refresh rate of the monitor..

He also stated in the video that to get no tearing WITHOUT V-Sync and G-SYNC ENABLED, you have to set a lower framerate limit..
 

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#20 · (Edited)
Admin delete this specific post, moved message to next page.
 
#22 ·
60Hz monitor with Gsync (or any other VRR) + Vsync when you run 100fps ==> stuck at crappy Vsync with all it's stutter and lag
60Hz monitor with Gsync (or any other VRR) + Fast/Enhanced sync when you run 100fps ==> stuck at crappy Fast/Enhanced sync with all it's stutter but minimal lag as the application doesn't get choked and you're getting last full frame not some old frame and sleepy time as Vsync does

Sure on 144Hz+ it doesn't matter much what over VRR handling do you run if it's Fast/Enhanced sync or Vsync as the lag from Vsync isn't as terrible.
The best you can do is have a steady output from the application to stay inside VRR. Adding outside injected limiters always cases some issues and lags.

He also runs the tests conveniently at 138fps limited, how about measurements of 144Hz monitor by running a 200fps limit? So that it can actually be shown what lags how much when you go out of VRR. But that's a completely different video.

Ideally you want your application to stay in VRR range at all times. But, they don't make game engines that way yet with dynamic quality settings and target performance with hard limits at least on upper end.
 
#23 ·
Sure on 144Hz+ it doesn't matter much what over VRR handling do you run if it's Fast/Enhanced sync or Vsync as the lag from Vsync isn't as terrible.
I'm more sensitive to the stutter from Fastsync than to the input lag from V-sync. In my specific case, at 165Hz, the latter is preferable. So, I'd say it DOES matter what you choose, especially when V-sync is needed for optimal G-sync functionality. Of course, I always run VRR exclusively (read: framerate never exceeds 155-160 in any application). I do this with in-game framerate limiters when available or RTSS as needed.

You mention "some issues and lags", but that's not the case at all with RTSS. Lag is a frame maximum (which, at 155-160 FPS, is around 6.4 ms - inconsequential), and it pretty much always works.
 
#27 ·
It's not like a lot of pro gamers would be able to tell a difference of 4-6 ms at 144+ Hz in a blind test consistently, anyway.
 
#30 · (Edited)
Limit of 73fps on a 75Hz monitors is of course going to spit out frames that are jumping over 75fps. The limit is often made that it adjusts the sleep time of next frame not of current frame (which would add other issues, stutter, improper timing really) based on previous frametime.
If you want to run near refresh limit with no tearing you need to use either fast/enhanced sync or Vsync.

People often think that if they set an FPS limit that no frame will go above it but that's not how it works.
Lets say fps (although normally this is all done in times = frame times not fps because computer gives you time and you can calculate fps from that if you want to):
limit 73, max 75Hz

frame fps
0 70
1 72
2 74 above limit of 73 ==> sleep a little before calculating next frame
3 100 above limit of 73 ==> damn it sleep some more! again
4 65 below limit ==> don't sleep again
5 ...

The frame times/fps can be all over the place, GPU do not have static fixed performance, they adjust their performance, the scene changes all the time, other loads on your PC, ...