G-Sync/FreeSync Not Working? Do This

Fix VRR on PC — set G-Sync/FreeSync and correct FPS cap.
  • You turned G-Sync/FreeSync on, but still see tearing.
  • FPS is fine, yet motion feels juddery.
  • The VRR indicator never lights up.
    Good news: it’s usually settings, cable, or FPS cap—not your hardware.

Also read: [Hz vs FPS: What Actually Matters for Gaming] for why matching FPS to refresh matters even with VRR.

Quick test (1 minute)

  1. In Windows, set your monitor to its native refresh (e.g., 144/165/240 Hz).
  2. Launch a game in exclusive fullscreen.
  3. Toggle V-Sync OFF in-game, VRR ON in driver.
  4. Move the camera slowly across a high-contrast scene.
    • No tearing + smooth motion → VRR is working.
    • Tearing/judder → follow the steps below.

The VRR setup that actually works

1) Monitor OSD (on-screen display)

  • Turn on Adaptive-Sync/FreeSync (AMD) or G-Sync Compatible (NVIDIA-tested).
  • Disable any conflicting motion features (e.g., backlight strobing/ELMB).
  • Confirm DisplayPort is set to the correct version (e.g., DP 1.4).

2) Use the right cable

  • Prefer DisplayPort over HDMI for PC VRR.
  • Use a certified DP cable (short, good quality). Bad cables = random dropouts.

3) Windows settings

  • Settings → System → Display → Advanced display → set refresh rate to native (e.g., 144/165/240 Hz).
  • Make sure Game Mode is On (reduces background noise).
  • If you use HDR, calibrate it but test VRR first with HDR Off to isolate issues.

4) NVIDIA path (GeForce)

  1. NVIDIA Control Panel → Set up G-SYNC
    • Check Enable G-SYNC, G-SYNC Compatible.
    • Select Enable for full screen mode (or windowed and full screen if you must).
  2. Manage 3D settings (Global/Program)
    • Monitor Technology: G-SYNC Compatible.
    • Vertical sync: Use the 3D application setting (or On if you prefer driver-VSync with VRR).
    • Max Frame Rate: set 2–3 FPS below refresh (e.g., 141 for 144 Hz) or cap in-game/RTSS.
  3. Optional: enable G-SYNC indicator to verify engagement.

5) AMD path (Radeon)

  1. AMD Software → Settings → Display
    • Toggle Adaptive Sync Compatible = On.
  2. Gaming → (Your game) → Graphics
    • Radeon Enhanced Sync: Off (start simple).
    • Wait for Vertical Refresh: Always off, unless application specifies.
  3. Cap FPS 2–3 below refresh (in-game or via driver/RTSS).
  4. Optional: enable Performance Overlay and add Adaptive Sync readout.

6) Cap FPS correctly (the secret sauce)

  • With VRR, set FPS cap ≈ refresh − 2 or −3 (e.g., 237 on 240 Hz, 141 on 144 Hz).
  • This prevents misses at the top of the VRR range and avoids driver V-Sync fallback, keeping frametimes flat.

Common edge cases (and fixes)

  • Borderless-windowed games: some engines don’t enable VRR properly. Try exclusive fullscreen.
  • Multiple monitors: mismatched refresh/VRR can cause stutter. Test with one display first.
  • Backlight strobing (ELMB/ULMB): not compatible with VRR on many panels—disable it when testing VRR.
  • HDMI 2.0: limited bandwidth; VRR support varies. Use DP when possible.
  • Overlays/recorders: some capture hooks break VRR. Disable extra overlays and retest.
  • Laptop dGPU→iGPU (Optimus/MUX): set dGPU direct (MUX on) if available for reliable VRR.

“It still tears” checklist

  • OSD: Adaptive-Sync/G-Sync = On
  • DisplayPort cable (short, certified)
  • Windows: refresh = native
  • Driver: VRR On, V-Sync App-controlled, cap FPS = refresh-2/-3
  • Game: Exclusive fullscreen, upscaler Quality if needed
  • Kill duplicate overlays; test single-monitor

If these are all correct and VRR still won’t engage, ping me—sometimes it’s a panel firmware or a driver version quirk, and I’ll point you to a stable combo.


FAQ

Do I need V-Sync with VRR?
You can leave V-Sync App-controlled or On in the driver with a proper FPS cap. The cap keeps you in VRR so V-Sync doesn’t add latency.

Is 240 Hz better than 144 Hz if I can’t hold 240 FPS?
Not automatically. What matters is frametime stability. A capped, steady 144 often feels better than spiky 200+.

Does frame generation affect VRR?
VRR still works, but input latency can change. Great for single-player; test carefully for competitive play.

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