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In-game Vsync vs Control Panel Vsync, is there a difference?

There's no difference unless the game enforces a 30 fps limit for in game vsync. Dead Space 1-3 do this, so you'll want control panel vsync for such games. But, generally speaking, there's no difference.
 
How do you know your lenis is pong?

Seriously though, I don't see how they could be any different. The GPU is not driving the monitors refresh/sync rate like it will with G-Sync. If there was any difference, I am sure by now it would be well documented.
 
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I usually use it in Nvidia control panel, because I want adaptive v-sync with is an Nvidia thing, not an in game thing.
 
It doesn't matter where you enable vsync from. It's the same thing. A GPUs control panel has the advantage that you can enforce it globally and for applications that don't allow activating vsync from their own interface.
A gpus control panel is just an interface, like any other in game interface. vsync is achieved using the same method.
AMDs and NVIDIAs vsync are the same thing, unless you talk about specific implementations like the one mentioned above, "adaptive vsync".
 
No it's not a joke. I want to know if there is really a difference. Scientific evidence would be great.

The output is the same, frames are synced with refresh updates.

Is there a difference in the exact implementation? Yes probably subtle differences how the game engine might implement it vs how the drivers enforce it globally in terms of code, but the concept is the same and the output is the same.

There's no scientific evidence, it's not a natural phenomenon that requires explaining, it's an engineered feature which is designed by people to solve a specific problem. If you want to run an experiment to test the output is the same then that's really easy, find a game that supports vsync in the engine, enable it and then test with it disabled but with it enabled in the control panel. You'll find the output is the same.
 
The output is the same, frames are synced with refresh updates. Is there a difference in the exact implementation? Yes probably subtle differences how the game engine might implement it vs how the drivers enforce it globally in terms of code, but the concept is the same and the output is the same.
agreed🙂
 
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