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Variable refresh rate explained

Variable refresh solves tearing without the latency of traditional vsync, which is genuinely valuable. It also has one specific failure mode at the top of its range that costs you latency, and the fix is a framerate cap most people do not set.

MonitorsUpdated 6 min read

The problem VRR solves

A display traditionally refreshes on a fixed schedule. Your game finishes frames on an irregular one. When a new frame arrives mid-refresh, you get either a torn image (part old frame, part new) or, with vsync, the frame waits for the next refresh, adding up to a full frame period of latency.

Variable refresh inverts the relationship: the display waits for the game. When a frame is ready, the panel refreshes. No tearing, and no waiting.

The three sync approaches compared.
ApproachTearingAdded latencyFramerate constraint
No syncYes, alwaysNoneNone. Higher is better.
VsyncNoneUp to a full frame period, often more with a queueLocked to refresh or a fraction of it
VRR, inside rangeNoneNegligibleMust stay inside the VRR window
VRR, at the ceilingNoneDegrades to vsyncThis is the case to avoid

The ceiling, and the cap that avoids it

Every VRR panel has a range, for example 48 to 240 Hz. Below the bottom the driver uses frame doubling to stay in range, which works well. Above the top there is nowhere to go: the display cannot refresh faster, so the system falls back to vsync or tearing depending on your settings, and the vsync case brings its latency penalty back.

Because framerate fluctuates, running at your panel's exact maximum means bouncing in and out of that penalty, which produces inconsistent latency. Inconsistent is worse than uniformly slightly higher, because your timing calibrates to an average that keeps moving.

recommended cap = refresh rate - 3 to 5 fps example: 240 Hz panel, cap at 235

Set the cap in the game if it has a reliable limiter, or in the driver control panel if it does not. In-game limiters are generally lower latency than driver-level ones, because the frame is capped before it enters the queue.

G-Sync, G-Sync Compatible, FreeSync

The three labels and what they actually mean.
LabelImplementationNotable advantage
G-Sync (hardware module)Nvidia hardware in the monitor replacing the standard scalerWider VRR range, variable overdrive that retunes with refresh rate
G-Sync CompatibleOpen VESA Adaptive-Sync, validated by NvidiaWorks with Nvidia GPUs without the module cost
FreeSync / FreeSync PremiumAMD's branding of the same open standardWidely available, no licensing cost, tiers indicate range and low-framerate handling

The one genuine technical differentiator left is variable overdrive. On an LCD, the optimal overdrive setting changes with refresh rate, so a panel refreshing anywhere from 60 to 240 Hz needs its overdrive to track. Hardware module panels do this; most others use one setting tuned for a middle point. On OLED, where no overdrive exists, this advantage disappears entirely.

The settings that work

  1. Enable VRR in both the monitor's own menu and the GPU control panel. Both are required, and the monitor one is often off by default.
  2. Enable vsync in the GPU control panel (not in game). This is what handles the ceiling case gracefully.
  3. Cap your framerate 3 to 5 fps below your refresh rate, preferably in game.
  4. Enable Reflex or Anti-Lag if available, which further shortens the queue.

That combination gives tear-free output with latency within a millisecond or two of uncapped, which is the best available outcome for almost everyone.

Related reading

Frequently asked questions

Should competitive players use VRR?

Yes, with a framerate cap a few frames below your refresh rate. VRR eliminates tearing at almost no latency cost inside its range, which is a strictly better outcome than either vsync (high latency) or no sync (tearing). The exception is players who deliberately run framerates far above their refresh rate and accept tearing for the freshest possible image.

What is the vsync ceiling penalty?

When your framerate reaches the top of the VRR range, the system falls back to vsync behaviour: frames wait for the next refresh, and a latency penalty of up to a full frame appears. Capping a few frames below the panel maximum keeps you inside the VRR window and avoids it entirely.

What framerate cap should I set with VRR?

Three to five frames below your refresh rate. On a 240 Hz panel, cap at 235 to 237. The exact figure matters less than being reliably below the ceiling during your framerate's normal variation.

Is G-Sync better than FreeSync?

Modern implementations are close enough that it should not drive a purchase. Panels with a hardware G-Sync module have a wider VRR range and variable overdrive, which is a genuine advantage on LCD panels whose optimal overdrive changes with refresh rate. G-Sync Compatible and FreeSync Premium panels use the open Adaptive-Sync standard and work well.

Does VRR add input lag?

Inside its range, essentially none: it is delaying the display's refresh rather than delaying the frame. At the top of its range it degrades into vsync behaviour, which does add lag. That is the case the framerate cap prevents.

Sourcing. Figures on this page are either derived from published engine or hardware constants, or computed from the formulas shown. Manufacturer-stated specifications are labelled as such. Found an error? Send a correction.