"The uses for a framerate cap outside of the maximum refresh rate are a bit on the niche side of matters, but some G-Sync users swear by keeping a game capped just below the monitor’s maximum refresh rate"
That is if you are running close to the monitor's refresh rate. Proper G-Sync setup requires V-Sync be set to On as well (Check BlurBusters, G-Sync 101 article), and once the game is being rendered above the screens refresh rate, you're basically running V-Sync, which adds latency. If it's right around the max refresh, and your bouncing above and below, well, that is quite the nightmare as you can see/feel the game be "stutter" as it bounces back n forth between G-Sync and V-Sync as your FPS goes back and forth between G-Sync range. So yes, it's useful to cap it at 1 or 2 FPS below your max FPS, IF your GPU is rendering the game that high. If you're on 144Hz and you're playing maxed out settings and getting 80-100 fps then it's fine, cap is unnecessary, but for those who like to tune settings for maximum FPS, then the cap can help (like for competitive players, who like no V-sync for the lowest amount of latency possible, but then again, even they would probably not use G-sync, it adds latency too, just less than V-Sync lol). But then they've added the G-sync+Ultra low latency mode option, so there are no pre-rendered frames, so that's perfect for those who want to use G-sync w/out latency. So yeah, the cap is not that niche really, a lot of players prefer higher refresh to maxed out settings and 60 fps, so it's quite useful in a lot of scenarios. I'm honestly surprised it took them THIS LONG to add that option lol. You can do it w/ Nvidia Profile Inspector and all that anyway, but I always just used the GPU software like Afterburner or whatever to do it. Hmmm, let's see how this driver works, will check it out today :P
Oh, and for those interested in learning A TON about G-Sync, this guy really knows what's up and has done lots of testing. You can even post questions you have and he'll either answer if he knows or test it out and give you his results and opinions on what should or shouldn't be done settings wise. This dude is awesome, so is this article: https://www.blurbusters.com/gsync/gsync101-input-l...
Also capping the fps to lower where your GPU capable is every game (utilization should be around 90-95%) will drastically reduce the input latency of the game much more than AMD anti lag and Nvidia Ultra low latency. If your GPU exceed the refresh rate of your monitor than you're best at setting the cap bit lower of your monitor refresh rate.
g-sync does not actually add any latency at all. you might be confusing it since it is often compared to uncapped FPS numbers, which will give you the lowest input lag possible (due to rendering and pushing frames as early as possible in the pipeline, even though the monitor can't display as many). if you compare g-sync on vs off with the same FPS cap, there is no latency difference outside of margin of error. this was tested a few times before by battlenonsense.
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RayJayS1986 - Monday, January 6, 2020 - link
"The uses for a framerate cap outside of the maximum refresh rate are a bit on the niche side of matters, but some G-Sync users swear by keeping a game capped just below the monitor’s maximum refresh rate"That is if you are running close to the monitor's refresh rate. Proper G-Sync setup requires V-Sync be set to On as well (Check BlurBusters, G-Sync 101 article), and once the game is being rendered above the screens refresh rate, you're basically running V-Sync, which adds latency. If it's right around the max refresh, and your bouncing above and below, well, that is quite the nightmare as you can see/feel the game be "stutter" as it bounces back n forth between G-Sync and V-Sync as your FPS goes back and forth between G-Sync range. So yes, it's useful to cap it at 1 or 2 FPS below your max FPS, IF your GPU is rendering the game that high. If you're on 144Hz and you're playing maxed out settings and getting 80-100 fps then it's fine, cap is unnecessary, but for those who like to tune settings for maximum FPS, then the cap can help (like for competitive players, who like no V-sync for the lowest amount of latency possible, but then again, even they would probably not use G-sync, it adds latency too, just less than V-Sync lol). But then they've added the G-sync+Ultra low latency mode option, so there are no pre-rendered frames, so that's perfect for those who want to use G-sync w/out latency. So yeah, the cap is not that niche really, a lot of players prefer higher refresh to maxed out settings and 60 fps, so it's quite useful in a lot of scenarios. I'm honestly surprised it took them THIS LONG to add that option lol. You can do it w/ Nvidia Profile Inspector and all that anyway, but I always just used the GPU software like Afterburner or whatever to do it. Hmmm, let's see how this driver works, will check it out today :P
RayJayS1986 - Monday, January 6, 2020 - link
I meant to say you can see/feel the game be "stuttery" stupid auto-correct lolRayJayS1986 - Monday, January 6, 2020 - link
Oh, and for those interested in learning A TON about G-Sync, this guy really knows what's up and has done lots of testing. You can even post questions you have and he'll either answer if he knows or test it out and give you his results and opinions on what should or shouldn't be done settings wise. This dude is awesome, so is this article:https://www.blurbusters.com/gsync/gsync101-input-l...
Eliadbu - Monday, January 6, 2020 - link
Also capping the fps to lower where your GPU capable is every game (utilization should be around 90-95%) will drastically reduce the input latency of the game much more than AMD anti lag and Nvidia Ultra low latency. If your GPU exceed the refresh rate of your monitor than you're best at setting the cap bit lower of your monitor refresh rate.Railander - Monday, January 6, 2020 - link
g-sync does not actually add any latency at all.you might be confusing it since it is often compared to uncapped FPS numbers, which will give you the lowest input lag possible (due to rendering and pushing frames as early as possible in the pipeline, even though the monitor can't display as many).
if you compare g-sync on vs off with the same FPS cap, there is no latency difference outside of margin of error.
this was tested a few times before by battlenonsense.