variable refresh rate or vrr has been one of the coolest pieces of tech to
Grace our PCS over the past decade before vrr you could have really ugly
screen tearing even with a high-end graphics card but vrr has largely
eliminated this problem for gamers with recent Hardware however there's been a
lot of confusion over what exactly vrr does and how it works so let's get right
down to explaining it the basic premise of vrr is rather simple it matches up
your monitor's refresh rate or how many times per second it's showing you a new
image with the frame rate of your graphics card traditionally monitors
would run at one constant refresh rate say 60 times per second or 60 htz but
your gpus frame rate would swing considerably depending on how hard it
had to work to render the action in the game you're playing at that moment this
mismatch would often result in tearing where your monitor would essentially try
to display multiple frames at once because the GPU has FedEd a new frame in
the middle of a refresh cycle the historical solution to this problem
was to use a feature called vertical sync or vsync which would lock your
graphics card's frame rate to your monitor's refresh rate however if your
GPU's frame rate Falls below your monitor's refresh rate vertical sync can
cause stuttering as the GPU isn't
finished rendering the next frame yet vrr adjusts what your monitor is doing
instead making it a very attractive solution while it is still possible to
get tearing if your frame rate exceeds your monitor's maximum refresh rate this
can typically be solved by setting an FPS cap in your game settings but not
all vrr is created equal as there are several different kinds of vrr buying
for your attention there's Vasa adaptive sync which is an open source flavor of
VR that works on a driver level AMD has
free sync which is really just adaptive sync that AMD has tested and put their
stamp of approval on then there's NVIDIA who has a group group of solutions under
the g-sync umbrella g-sync on its own is
a proprietary solution consisting of extra NVIDIA Hardware built into the
monitor to handle VR processing the term
gsync compatible on the other hand refers to an Adaptive sync screen
without extra NVIDIA Hardware on the display but that was tested by NVIDIA to
confirm it works well similar to AMD's freesync at the top of the NVIDIA food
chain is g-sync Ultimate which includes fancier monitor ERS with better HDR
support along with that special NVIDIA Hardware built-in compatibility is
better than it used to be and that newer gsync displays that have the extra
Hardware can now work with non- envidia graphics cards even though this wasn't
always the case and the various flavors of adaptive sync should work on most
modern gpus oh and vrr is part of the HDMI 2.1 spec and works similarly to
Adaptive sync which is more of a DisplayPort thing still with me great will'll
tell you whether spending extra money on a g-sync monitor is worth it right after
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30th learn more about nexo at the link below to go what vrr can be susceptible
to motion blur or ghosting although this problem is not unique to vrr the issue
is that displays can have a harder time compensating for it when vrr is enabled
you see pixels have what's called a transition time to change from one shade
of gray to another and even though we use color monitors we're talking about
Shades of Gray Because the actual light usually passes through a color filter to
create the final image that you see anyhow pixels are driven a certain
amount so that they'll transition in a way that looks correct when your refresh
rate is changing so often with VR you'll also have to change the amount that you
drive the pixels and this can be tricky if you don't do it or don't do it right
blurring or artifacting can occur vrr
displays compensate for this by driving pixels a different amount or overdriving
them depending on refresh rate determining the correct amount of
overdrive requires extra processing and larger lookup tables which store the
correct values the display should be using which brings us back to g-sync
monitors with g-sync Hardware inside tend to do a better job with this extra
processing and give you an image with less motion blur that's why the extra
Hardware now of course we're not endorsing NVIDIA or telling you to go
out and spend extra money on a g-sync monitor if you care more about
preventing screen tearing and ghosting blur isn't something typically notice
you might be completely happy with an Adaptive sync monitor that'll cost you
less money now if you'll excuse me I got to tear out of here so thanks for
watching guys if you like this video you might also like our video on Pixel
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