r/OptimizedGaming • u/aymane06 • 5d ago
Discussion / Question What is the best cap setting to use with FreeSync ?
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u/punished-venom-snake 5d ago
Gsync/Freesync+Reflex+Driver Vsync. Best combination for lowest input latency and optimal frame pacing.
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u/Amazedturnip760 4d ago
Some games have better vsync implementations than driver, but too many bake buffering or frame pacing into it to be worth it. It's worth overriding for games you know have amazing v sync implementations.
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u/punished-venom-snake 4d ago
That's the thing, in-game Vsync implementation is a hit or miss most of the time. So it's better to just stick to what works all the time.
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u/Amazedturnip760 4d ago
If you're min maxing latency and tearing clarity and want to look it up before you play to override if it is, that's the best case and what I do. Overriding as in turning off driver v sync for that game from that default.
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u/Elliove 4d ago
VSync is always handled by the driver, there's literally zero difference between in-game VSync and NVCP/Adrenalin VSync in almost any modern game.
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u/Amazedturnip760 4d ago
There's a difference between a vsync designed to integrate with the engine that lets it run its own API calls to directx and vulkan vs the override which still hooks onto the game and cannot go that deep. In older DX versions, you are somewhat correct but in modern DX12 and especially when you start turning on reflex and frame gen it will either be overridden by the engine anyway and thrown out or be a detriment in most cases which will mess up adaptive buffering and frame pacing as it was designed to always keep a global v sync on.
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u/Elliove 3d ago
You clearly didn't read what I said. Game can only tell what it wants the driver to do, but it's still driver that decides when to present(). This is why driver-side VSync settings override whatever you set in-game, as it's always the driver that handles present() in the end. Reflex and frame gen are completely irrelevant to this topic.
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u/Amazedturnip760 3d ago
In DX12, in-game VSync changes how the engine builds its frame queue, while NVCP VSync is a driver override forced on top.
With in-game VSync, the game explicitly sets SyncInterval = 1 in DirectX 12. This allows the engine to pace itself at the very start of the render loop, delaying CPU work, input sampling, and frame preparation so that finished frames align cleanly with your monitor's refresh cycle.
With NVCP VSync, the game still thinks VSync is turned off and runs at SyncInterval = 0. The engine samples inputs and processes frames as fast as possible, but the graphics driver intercepts those completed frames at the end of the pipeline and holds them back until the display is ready. This can create buffer backpressure in the driver queue, leading to increased input latency and micro stutters as the driver's enforced timing clashes with the engine's.It's removing a dimension of control from V Sync, which usually doesn't have side effects but can which is why i said that.
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u/Elliove 3d ago
And how exactly does it differ from presenting with interval 1 in D3D11?
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u/Amazedturnip760 3d ago
In D3D11, the driver handles frame pacing implicitly by blocking the CPU at Present() after input is already sampled, and legacy swapchain modes add extra latency and driver overhead. In DX12, the engine takes explicit control of pacing using GPU fences. This lets the engine delay input sampling to the start of the render loop and use modern flip models to strip away that implicit driver overhead.
I think you're getting contused between the driver having implicit control over frame pacing versus executing low level commands. In DX12, the driver still exists, but its job is executing the engine's explicit command queues rather than managing frame scheduling behind the scenes for it.
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u/caranda95 5d ago
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u/Blur_official 5d ago
It's Hardware Accent
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u/Professional_Pen_755 5d ago edited 4d ago
Dude dive the rabbit hole of perfect framepacing
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u/Teh_Shadow_Death 5d ago
Dude is going to come out the other side holding crystals and essential oils while trying to manifest perfect frame pacing if he does.
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u/DerBandi 4d ago
The first two red circles are just for displaying frametime graphs.
The last red circle just deactivates an energy savings feature.
The only thing that does something ist front edge sync.
Don't follow guides from youtube blindly without understanding what you are doing.
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u/Able-Mushroom8068 5d ago
What does Percentile Buffer: Ring do? It's the only setting I think I have different.
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u/Asmornous 4d ago
The percentile buffer is for when you have rtss in benchmarking mode and displaying 1%low and 0.1% low.
The default mode will continuously log info for the current benchmark until you reset/stop it
Ring functions like a timer instead so it will auto refresh those metrics without having to manually reset it
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u/Glum-While7698 5d ago
Is that the guy who just made a video about Freesync / VRR problems due to low frame compensation?
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u/Creepy_Ad5124 4d ago
So do we want to enable passive waiting? What does it do? Struggling tofind the video
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u/Solid-Assistant9073 5d ago
Don't use anything besides reflex when using framegen, otherwise pcl latency will double
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u/wztrnb91 5d ago edited 5d ago
for non competitive games I use front edge sync, it has the best frame pacing but it has a bit more of latency than async, at least in my testing and what I have seen in videos
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u/najdhql 5d ago
Did you mean « back-edge sync »? « Front-edge » has the highest latency.
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u/wztrnb91 5d ago
no, I meant front edge, indeed has higher latency in most games but is the cost of having better frame pacing. It’s nowhere near to vsync or radeon chill or other good frame-pacer options, so is the best middle ground for me
if latency is more of a concern then reflex or async are better options, with worse pacing
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u/Kasamsky 5d ago
What ever feels best to you in terms of responsiveness and framepacing.
It can depend on many factors, hardware, game/engine, display. For me async is the best option in most cases. Some people suggest front edge sync over async, but for me personally it has worse framepacing. You have to see and try for yourself.
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u/Exact_List_2619 5d ago
I use a different sync for every game… I don’t think there’s just one right way.
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u/Ballbuddy4 5d ago
You can just set it to Reflex globally, in games where it isn't supported it'll use async. Which are really the only two options you should use afaik.
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u/UntoTheBreach95 5d ago
Asynchronous is the medium between frame time and input lag. Front edge is the best for frame time.
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u/Ballbuddy4 5d ago edited 5d ago
I looked up how they work, and I guess that's a good way to put it. I wouldn't bother with Rear Edge Sync personally, and I would try Front Edge if I needed better frametimes. (If the game doesn't support Reflex, so a non-DX11/DX12 game, and if the game doesn't have a native fps cap).
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u/glizzygobbler247 5d ago
For me, front edge provides the best smoothnees and frametime, slightly higher latency but I can barely feel it, great for controller games and unstable games like gears of war
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u/Kaldaien2 5d ago edited 5d ago
Reflex, because it's just async on AMD systems and that amuses me.
But on a serious note, you want either front-edge if latency reduction is your goal or back-edge if VRR flicker elimination is. Could be reversed, I don't remember RTSS's terminology for these things, in SK I just name them Normal and Low-Latency because it makes more sense.
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u/fingerbanglover 5d ago
So you're telling me after I bought a $2500 mini led and sold my OLED that they've solved VRR flicker with software??? Fuck.
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u/C1REX 5d ago
You may be lucky solving VRR flicker with RTSS but it's not guaranteed. Especially VRR flicker on OLED.
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u/Gli_ce_rolj 5d ago
It's always fixable in my experience. You can see it only on loading screens which isn't an issue.
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u/DerBandi 4d ago
usually people "fix" it with frame limiter, and that defeats the purpose of VRR entirely.
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u/Gli_ce_rolj 4d ago
I really don't care to honor VRR, I prefer smooth gaming. And purpose of VRR isn't defeated it serves as safety net if fps occasionally fluctuates.
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u/flesjewater1 4d ago edited 4d ago
Literally just capping your fps @80-90% GPU usage so that it's stable fixes VRR flicker. I always cap and I've never seen a flicker on my 7 year old Oled tv.
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u/fingerbanglover 4d ago
I wish I had that luck. My B2 didnt care what I did, it was flickering it's dick off no matter how it was capped or utilized.
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u/Wonderful-Post09 5d ago
Front edge sync worked great for me too until I tried Reflex, now it's my go-to for nearly everything.
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u/Tehni 5d ago
The game's native frame limiter is always lower latency if that's an option
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u/tortadefrango97 4d ago
Not always, I tested it on Cyberpunk, in-game limiter adds more latency than capping via RTSS Reflex or the Nvidia App. For a universal solution, i found it's better to cap it through the Nvidia App if you're going for lower latency, and Front Edge if you want frametime stability.

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