HOW-TO · G-SYNC · CHECKED ON NPI 3.0.2.3
The G-SYNC and low latency recipe, set in NPI
For a G-SYNC monitor: turn G-SYNC on, set Vertical Sync to Force on, cap the frame rate a few FPS under your refresh rate (the calculator gives the exact number), and use Reflex in games that have it. Otherwise set Ultra Low Latency to On. Without G-SYNC, low latency mode mainly helps GPU-bound DirectX 9 and 11 games. We did not measure latency ourselves; the figures below are published tests.
You need
- Monitor
- G-SYNC or G-SYNC Compatible
- NPI
- 3.0.2.1 or newer
- Rights
- Administrator
- Time
- 10 minutes
Your cap
141 FPS (7.09 ms per frame)
3 FPS below refresh: refresh rate minus 3. Blur Busters' G-SYNC 101 advice: a few FPS below the refresh rate keeps the display inside its variable refresh range. REPORTED · Blur Busters
Other formulas at 144 Hz: 2 FPS below refresh = 142 FPS; Reflex-style cap = 138 FPS.
Exact NPI rows
- Frame Rate Limiter V3
0x10835002=0x0000008D(141 FPS)
Frame Rate Limiter V3: 141 FPS - Vertical Sync
0x00A879CF=0x47814940(Force on)
Vertical Sync: Force on (G-SYNC needs V-Sync on in the driver, in-game V-Sync off) - G-SYNC - Global Mode
0x1094F1F7=0x00000001(Fullscreen only)
GSYNC - Global Mode: Fullscreen only (use Fullscreen and Windowed for windowed games) - Low Latency Mode - Control Panel State
0x0005F543=0x00000001(On)
Ultra Low Latency - CPL State: On (DirectX 9 and 11 games only)
NVIDIA's driver limiter behaves like a CPU-level limiter; one test measured low latency but poor frame-time consistency.
Cap for every common refresh rate (3 FPS below)
| Refresh rate | Cap (FPS) | Frame time | FRL V3 value |
|---|---|---|---|
| 60 Hz | 57 | 17.54 ms | 0x00000039 |
| 75 Hz | 72 | 13.89 ms | 0x00000048 |
| 100 Hz | 97 | 10.31 ms | 0x00000061 |
| 120 Hz | 117 | 8.55 ms | 0x00000075 |
| 144 Hz | 141 | 7.09 ms | 0x0000008D |
| 165 Hz | 162 | 6.17 ms | 0x000000A2 |
| 170 Hz | 167 | 5.99 ms | 0x000000A7 |
| 180 Hz | 177 | 5.65 ms | 0x000000B1 |
| 240 Hz | 237 | 4.22 ms | 0x000000ED |
| 280 Hz | 277 | 3.61 ms | 0x00000115 |
| 360 Hz | 357 | 2.80 ms | 0x00000165 |
| 480 Hz | 477 | 2.10 ms | 0x000001DD |
The recipe (G-SYNC or G-SYNC Compatible)
Make sure G-SYNC is on
Force V-Sync on in the driver
Set ↗ (Vertical Sync) to
0x47814940· Force on, and keep the game’s own V-Sync off. Blur Busters’ tests and NVIDIA’s guide agree on this pairing. REPORTED · Blur Busters, G-SYNC 101Cap the frame rate
Use the cap from the calculator, with ↗ (Frame Rate Limiter V3) or an in-game limiter. Details and limiter comparisons are on the frame rate limiter page.
Set low latency
In a game with Reflex, use Reflex and leave the driver setting alone. Otherwise set ↗ (Ultra Low Latency - CPL State) to
0x00000001· On. OFFICIAL · NVIDIA latency guide
Apply the changes and restart the game. How to use NPI shows the window. CODE · NPI 2994194
Why V-Sync on with G-SYNC?
G-SYNC only follows your frame rate while it is inside the monitor’s variable refresh range. Above the top of the range, the monitor behaves like a fixed-refresh display and tearing or V-Sync latency comes back. V-Sync on in the driver takes over at that edge, and the cap keeps you from reaching it.
The same idea as a list
- G-SYNC only works while your frame rate is inside the display's variable refresh range.
- At the top of the range the display behaves like a fixed refresh rate, and tearing or V-Sync latency returns.
- A cap a few FPS under the refresh rate keeps the game inside the range.
Low Latency Mode: Off, On or Ultra?
NVIDIA says Low Latency Mode On limits the render queue to one frame, the same as Maximum Pre-Rendered Frames set to 1, and Ultra submits frames just in time. It works in DirectX 9 and 11 games; in DirectX 12 and Vulkan the game decides. OFFICIAL · NVIDIA, Gamescom 2019 driver Where a game has Reflex, NVIDIA says to use it, since it overrides Ultra Low Latency. TechPowerUp’s LDAT test found Reflex cut system latency by up to 50 percent when the GPU was the limit and did little when it was not. REPORTED · TechPowerUp, Reflex review
| Publisher | Finding |
|---|---|
| Blur Busters (G-SYNC 101) | In-game limiters add no latency; RTSS adds up to one frame; the legacy driver limiter set through NVIDIA Inspector added two or more frames. NVIDIA's newer Max Frame Rate (driver 441.87 and newer) is a CPU-level limiter comparable to RTSS. |
| Wccftech with CapFrameX (22 Jan 2026) | The driver limiter had among the lowest latencies but poor frame-time consistency. The in-game limiter and RTSS Async gave a good balance at about 20 ms. Reflex with V-Sync or G-SYNC had the lowest latency of all but uneven frame times. Plain V-Sync was smoothest and added about 32 ms. |
| Blur Busters forum | Reflex and Ultra Low Latency auto-caps land about 6 percent under the refresh rate at 240 Hz, matching the formula refresh minus refresh squared over 3600 (about 138 FPS at 144 Hz). |
These are third-party figures from different setups; we do not combine them. REPORTED · E056 to E067
V-Sync modes explained
| Value | NPI label | When to use it |
|---|---|---|
0x60925292 | Use the 3D application setting | The default. The game decides. |
0x47814940 | Force on | With G-SYNC, as above. Without G-SYNC it adds latency. |
0x08416747 | Force off | Maximum speed with tearing on a fixed-refresh monitor. |
0x18888888 | Fast Sync | High-FPS games on a fixed-refresh monitor that want no tearing and low latency. |
0x32610244 | 1/2 Refresh Rate | Halve the frame rate to the refresh rate divided by two. |
0x71271021 | 1/3 Refresh Rate | One third of the refresh rate. |
0x13245256 | 1/4 Refresh Rate | One quarter of the refresh rate. |
↗ (Vertical Sync - Tear Control) chooses between 0x96861077 · Standard and 0x99941284 · Adaptive, Adaptive turns V-Sync off while the frame rate is below the refresh rate, which avoids a sudden drop to half speed but lets tearing back in; Standard keeps V-Sync fully on.
CODE · NPI 2994194
Without G-SYNC (fixed refresh monitors)
Without variable refresh, a cap does not keep you inside any range. Your options are V-Sync on with a cap at the refresh rate, Fast Sync for games that run far above it, or Adaptive tear control. Our sources give no best value for this case, and we measured none, so treat it as a trade between tearing and latency. Low Latency Mode On helps in GPU-bound DirectX 9 and 11 games.
Refresh rate settings
↗ (Prefered Refreshrate, with NPI’s spelling) offers 0x00000000 · Use the 3D application setting or 0x00000001 · Highest available. Set it to Highest available if a game opens at 60 Hz on a faster monitor. We did not test it.
CODE · NPI 2994194
G-SYNC per game and the indicator
For one game, ↗ (GSYNC - Application Mode) and ↗ (GSYNC - Application State: Allow, Force Off, Disallow, Utra Low Motion Blur with NPI’s typo, Fixed Refresh Rate) control G-SYNC. To disable G-SYNC for one game, set the state to Force Off. NPI also has a G-SYNC indicator overlay setting to show whether the display is in variable refresh mode.
Frame generation and G-SYNC
Frame generation and multi frame generation change what a sensible cap is, and users report stutter from frame pacing with some combinations. Read the frame generation page. Game-specific recipes are on Counter-Strike 2 and Apex Legends, and the NVIDIA App’s overlap is covered in NPI vs the App. The old Control Panel names for these options are mapped on the Control Panel page.
Questions people ask
Should V-Sync be on with G-SYNC?
Blur Busters' G-SYNC 101 and NVIDIA's latency guide both say yes: keep V-Sync on in the driver, V-Sync off in the game, and cap below the refresh rate so you stay inside the G-SYNC range.
What FPS cap should I use for 144 Hz
A few FPS under the refresh rate: 141 for 144 Hz, 162 for 165 Hz, 237 for 240 Hz with the 3-below rule. The calculator shows other common formulas, including the Reflex-style cap of about 138 at 144 Hz.
Is Ultra Low Latency better than Reflex?
NVIDIA's guide says to use Reflex where the game has it and Ultra Low Latency otherwise, and that Reflex overrides Ultra Low Latency when both are on.
Does low latency mode lower FPS?
It can slightly in GPU-bound games, because it shortens the queue of frames. NVIDIA says it works in DirectX 9 and 11 games only; in DirectX 12 and Vulkan the game controls queueing.
What is Maximum Pre-Rendered Frames in NPI?
It is the number of frames the CPU may prepare ahead of the GPU, from 1 to 8 or left to the application. NVIDIA says Low Latency Mode On is the same as setting it to 1.
Sources
- NVIDIA system latency optimization guide nvidia.com · accessed 8 Nov 2026 · official
- NVIDIA Gamescom 2019 Game Ready driver (Low Latency Mode) nvidia.com · accessed 8 Nov 2026 · official
- Blur Busters blurbusters.com · accessed 8 Nov 2026 · reported
- Blur Busters blurbusters.com · accessed 8 Nov 2026 · reported
- Wccftech wccftech.com · accessed 8 Nov 2026 · reported
- TechPowerUp techpowerup.com · accessed 8 Nov 2026 · reported
- Blur Busters forum forums.blurbusters.com · accessed 8 Nov 2026 · community