Largely positive results, unless you're beyond 120FPS.
Alternatively, this will push for a higher demand of in-game support with native FPS capping options. A big win in and of itself for the fact that those without G-sync will benefit by not having to run V-sync and allow the graphics engine cap the FPS natively.
Game Developer Recommendations
It is highly recommended that Game Options include a fully adjustable frame-rate capping capability, with the ability to turn it on/off. The gold standard is the fps_max setting found in the Source Engine, which throttles a game’s frame rate to a specific maximum.
These frame rate limiters hugely benefit G-SYNC because the game now controls the timing of monitor refreshes during G-SYNC. By allowing users to configure a frame rate cap somewhat below G-SYNC’s maximum refresh rate, the monitor can begin scanning the refresh immediately after rendering, with no waiting for blanking interval.
One issue is the lack of capability with Lightboost or UltraLightboost.
Also, the limited-time kit is
$200 from Nvidia. It also doesn't support audio via the cabling (I doubt a large issue since most gamers don't use their monitor's speakers, but an important note).