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variable refresh rate or vrr has been one of the coolest pieces of tech to

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Grace our PCS over the past decade before vrr you could have really ugly

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screen tearing even with a high-end graphics card but vrr has largely

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eliminated this problem for gamers with recent Hardware however there's been a

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lot of confusion over what exactly vrr does and how it works so let's get right

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down to explaining it the basic premise of vrr is rather simple it matches up

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your monitor's refresh rate or how many times per second it's showing you a new

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image with the frame rate of your graphics card traditionally monitors

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would run at one constant refresh rate say 60 times per second or 60 htz but

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your gpus frame rate would swing considerably depending on how hard it

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had to work to render the action in the game you're playing at that moment this

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mismatch would often result in tearing where your monitor would essentially try

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to display multiple frames at once because the GPU has FedEd a new frame in

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the middle of a refresh cycle the historical solution to this problem

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was to use a feature called vertical sync or vsync which would lock your

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graphics card's frame rate to your monitor's refresh rate however if your

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GPU's frame rate Falls below your monitor's refresh rate vertical sync can

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cause stuttering as the GPU isn't

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finished rendering the next frame yet vrr adjusts what your monitor is doing

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instead making it a very attractive solution while it is still possible to

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get tearing if your frame rate exceeds your monitor's maximum refresh rate this

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can typically be solved by setting an FPS cap in your game settings but not

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all vrr is created equal as there are several different kinds of vrr buying

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for your attention there's Vasa adaptive sync which is an open source flavor of

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VR that works on a driver level AMD has

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free sync which is really just adaptive sync that AMD has tested and put their

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stamp of approval on then there's NVIDIA who has a group group of solutions under

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the g-sync umbrella g-sync on its own is

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a proprietary solution consisting of extra NVIDIA Hardware built into the

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monitor to handle VR processing the term

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gsync compatible on the other hand refers to an Adaptive sync screen

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without extra NVIDIA Hardware on the display but that was tested by NVIDIA to

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confirm it works well similar to AMD's freesync at the top of the NVIDIA food

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chain is g-sync Ultimate which includes fancier monitor ERS with better HDR

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support along with that special NVIDIA Hardware built-in compatibility is

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better than it used to be and that newer gsync displays that have the extra

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Hardware can now work with non- envidia graphics cards even though this wasn't

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always the case and the various flavors of adaptive sync should work on most

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modern gpus oh and vrr is part of the HDMI 2.1 spec and works similarly to

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Adaptive sync which is more of a DisplayPort thing still with me great will'll

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tell you whether spending extra money on a g-sync monitor is worth it right after

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we thank nexo whether you're Conquering the work from home world or joining

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check out their Aurora Pro giveaway happening from February 1st to April

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30th learn more about nexo at the link below to go what vrr can be susceptible

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to motion blur or ghosting although this problem is not unique to vrr the issue

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is that displays can have a harder time compensating for it when vrr is enabled

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you see pixels have what's called a transition time to change from one shade

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of gray to another and even though we use color monitors we're talking about

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Shades of Gray Because the actual light usually passes through a color filter to

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create the final image that you see anyhow pixels are driven a certain

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amount so that they'll transition in a way that looks correct when your refresh

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rate is changing so often with VR you'll also have to change the amount that you

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drive the pixels and this can be tricky if you don't do it or don't do it right

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blurring or artifacting can occur vrr

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displays compensate for this by driving pixels a different amount or overdriving

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them depending on refresh rate determining the correct amount of

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overdrive requires extra processing and larger lookup tables which store the

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correct values the display should be using which brings us back to g-sync

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monitors with g-sync Hardware inside tend to do a better job with this extra

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processing and give you an image with less motion blur that's why the extra

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Hardware now of course we're not endorsing NVIDIA or telling you to go

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out and spend extra money on a g-sync monitor if you care more about

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preventing screen tearing and ghosting blur isn't something typically notice

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you might be completely happy with an Adaptive sync monitor that'll cost you

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less money now if you'll excuse me I got to tear out of here so thanks for

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watching guys if you like this video you might also like our video on Pixel

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check it out
