1
00:00:00,000 --> 00:00:04,640
Variable refresh rate, or VRR, has been one of the coolest pieces of tech to grace our

2
00:00:04,640 --> 00:00:12,000
PCs over the past decade. Before VRR, you can have really ugly screen tearing, even with a high-end graphics card.

3
00:00:12,000 --> 00:00:16,360
But VRR has largely eliminated this problem for gamers with recent hardware.

4
00:00:16,360 --> 00:00:21,680
However, there's been a lot of confusion over what exactly VRR does and how it works,

5
00:00:21,680 --> 00:00:26,240
so let's get right down to explaining it. The basic premise of VRR is rather simple.

6
00:00:26,240 --> 00:00:30,040
It matches up your monitor's refresh rate, or how many times per second it's showing

7
00:00:30,040 --> 00:00:33,400
you a new image, with the frame rate of your graphics card.

8
00:00:33,400 --> 00:00:39,240
Traditionally, monitors would run at one constant refresh rate, say 60 times per second, or

9
00:00:39,240 --> 00:00:45,840
60 hertz. But your GPU's frame rate would swing considerably depending on how hard it had to work to render

10
00:00:45,840 --> 00:00:49,040
the action in the game you're playing at that moment.

11
00:00:49,040 --> 00:00:53,920
This mismatch would often result in tearing, where your monitor would essentially try to

12
00:00:53,920 --> 00:00:59,120
display multiple frames at once because the GPU has fed it a new frame in the middle of

13
00:00:59,120 --> 00:01:05,440
a refresh cycle. The historical solution to this problem was to use a feature called Vertical Sync, or

14
00:01:05,440 --> 00:01:10,520
V-Sync, which would lock your graphics card's frame rate to your monitor's refresh rate.

15
00:01:10,520 --> 00:01:16,720
However, if your GPU's frame rate falls below your monitor's refresh rate, vertical

16
00:01:16,720 --> 00:01:22,720
sync can cause stuttering, as the GPU isn't finished rendering the next frame yet.

17
00:01:22,720 --> 00:01:28,240
VRR adjusts what your monitor is doing instead, making it a very attractive solution.

18
00:01:28,240 --> 00:01:33,440
While it is still possible to get tearing if your frame rate exceeds your monitor's maximum

19
00:01:33,440 --> 00:01:39,200
refresh rate, this can typically be solved by setting an FPS cap in your game settings.

20
00:01:39,200 --> 00:01:43,960
But not all VRR is created equal, as there are several different kinds of VRR buying

21
00:01:43,960 --> 00:01:50,120
for your attention. There's Vesa Adaptive Sync, which is an open source flavor of VRR that works on a driver

22
00:01:50,120 --> 00:01:56,560
level. AMD has FreeSync, which is really just Adaptive Sync that AMD has tested and put their stamp

23
00:01:56,560 --> 00:02:03,120
of approval on. Then there's NVIDIA, who has a group of solutions under the G-Sync umbrella.

24
00:02:03,120 --> 00:02:08,200
G-Sync, on its own, is a proprietary solution consisting of extra NVIDIA hardware built

25
00:02:08,200 --> 00:02:11,640
into the monitor to handle VRR processing.

26
00:02:11,640 --> 00:02:17,680
The term G-Sync-compatible, on the other hand, refers to an Adaptive Sync screen without

27
00:02:17,680 --> 00:02:22,560
extra NVIDIA hardware on the display, but that was tested by an NVIDIA to confirm it

28
00:02:22,560 --> 00:02:30,040
works well, similar to AMD's FreeSync. At the top of the NVIDIA food chain is G-Sync Ultimate, which includes fancier monitors

29
00:02:30,040 --> 00:02:35,600
with better HDR support, along with that special NVIDIA hardware built in.

30
00:02:35,600 --> 00:02:39,160
Compatibility is better than it used to be in that newer G-Sync displays that have the

31
00:02:39,160 --> 00:02:44,400
extra hardware can now work with non-NVIDIA graphics cards, even though this wasn't always

32
00:02:44,400 --> 00:02:50,840
the case. And the various flavors of Adaptive Sync should work on most modern GPUs.

33
00:02:50,840 --> 00:02:56,640
And VRR is part of the HDMI 2.1 spec and works similarly to Adaptive Sync, which is more

34
00:02:56,640 --> 00:03:01,680
of a DisplayPort thing. VRR can be susceptible to motion blur or ghosting.

35
00:03:01,680 --> 00:03:05,760
Although this problem is not unique to VRR, the issue is that displays can have a harder

36
00:03:05,760 --> 00:03:09,480
time compensating for it when VRR is enabled.

37
00:03:09,480 --> 00:03:13,160
You see, pixels have what's called a transition time to change from one shade of

38
00:03:13,160 --> 00:03:19,160
gray to another. And even though we use color monitors, we're talking about shades of gray because the actual

39
00:03:19,160 --> 00:03:23,440
light usually passes through a color filter to create the final image that you see.

40
00:03:23,440 --> 00:03:27,360
Anyhow, pixels are driven a certain amount so that they'll transition in a way that

41
00:03:27,360 --> 00:03:32,480
looks correct. When your refresh rate is changing so often with VRR, you'll also have to change the

42
00:03:32,480 --> 00:03:36,440
amount that you drive the pixels. And this can be tricky.

43
00:03:36,440 --> 00:03:41,040
If you don't do it, or don't do it right, blurring or artifacting can occur.

44
00:03:41,040 --> 00:03:45,680
VRR displays compensate for this by driving pixels a different amount or over-driving

45
00:03:45,680 --> 00:03:52,360
them depending on refresh rate. Determining the correct amount of overdrive requires extra processing and larger lookup

46
00:03:52,360 --> 00:03:56,520
tables which store the correct values the display should be using.

47
00:03:56,520 --> 00:04:02,360
Which brings us back to G-Sync. Monitors with G-Sync hardware inside tend to do a better job with this extra processing

48
00:04:02,360 --> 00:04:06,800
and give you an image with less motion blur. That's why the extra hardware.

49
00:04:06,800 --> 00:04:10,680
Now of course, we're not endorsing NVIDIA or telling you to go out and spend extra

50
00:04:10,680 --> 00:04:16,800
money on a G-Sync monitor. If you care more about preventing screen tearing and ghosting blur isn't something you typically

51
00:04:16,800 --> 00:04:20,680
notice, you might be completely happy with an adaptive sync monitor that'll cost you

52
00:04:20,680 --> 00:04:24,200
less money. Now if you'll excuse me, I gotta tear out of here.

53
00:04:24,200 --> 00:04:28,200
So thanks for watching guys, if you liked this video, you might also like our video

54
00:04:28,200 --> 00:04:32,120
on pixel cleaning. How does your OLED not burn in?

55
00:04:32,120 --> 00:04:34,620
What does that setting do? What is it? Check it out.
