DriversRecommendedOutdated drivers can make a good PC feel brokenScan driver issues before chasing fixes manually.Scan NowOctober DealsAmazon USOctober deal check: compare before you payAmazon US: current deals, useful picks and tech finds.Check DealsWindows FixRecommendedWindows errors stealing your time? Find the fix fastScan stability, cleanup and performance issues.Fix Now×
Skip to content
VGSources
FPS

VSync and FPS: What It Changes, Why It Can Stutter, and How to Set It

VSync synchronizes frame presentation with a display; it can prevent tearing but may constrain displayed FPS or add latency. Learn how to tune it for your monitor and priorities.

By VGSources Team 12 min read
Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

VSync coordinates when a game presents frames with a display’s refresh cycle. It can stop screen tearing, but it does not make the GPU render faster—and it can limit displayed FPS, cause stutter when frames miss refresh deadlines, or add input latency when frames wait in a queue. The best setting depends on whether you prioritize tear-free motion, responsiveness, or stable frame pacing, and whether your display supports variable refresh rate (VRR).

FPS, refresh rate, and frame time are different

A game renders frames; its presentation system submits them; the monitor refreshes and displays them. Those rates do not always match. An FPS counter may report frames rendered or presented, while the display can show a new image only when it refreshes. Frame pacing is the regularity of the intervals between displayed frames, and input latency is the time from an action to its visible result. A high average FPS alone tells you neither whether motion is smooth nor how responsive controls feel.

Each refresh interval is approximately 1,000 milliseconds divided by the refresh rate. The figures below are timing intervals, not guarantees about game performance.

Refresh rate Time per refresh
60 Hz 16.67 ms
75 Hz 13.33 ms
120 Hz 8.33 ms
144 Hz 6.94 ms
165 Hz 6.06 ms
240 Hz 4.17 ms
360 Hz 2.78 ms
500 Hz 2.00 ms

Apple’s explanation of frame presentation describes why missing a presentation deadline can leave an earlier frame on screen, even when average FPS looks acceptable: Understanding hitches in your app.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.
#1 Best Overall
Sale
Sceptre New 22-Inch Gaming Monitor, FHD 1080p, Up to 144Hz, HDMI, DisplayPort, Built-in Speakers, Machine Black (E225W-FW144 Series, 2026)
  • 【INTEGRATED SPEAKERS】Whether you're at work or in the midst of an intense gaming session, our built-in speakers provide rich and seamless audio, all while keeping your desk clutter-free.
  • 【EASY ON THE EYES】 Protect your eyes and enhance your comfort with Blue-Light Shift technology. This feature reduces harmful blue light emissions from your screen, helping to alleviate eye strain during long hours of use and promoting healthier viewing habits.
  • 【WIDEN YOUR PERSPECTIVE】Our sleek minimal bezel design ensures undivided attention. The nearly bezel-free display seamlessly connects in a dual monitor arrangement, delivering an unobstructed view that lets you focus on more at once, completely distraction-free.

What traditional VSync does

Vertical synchronization (VSync) coordinates frame presentation with the display’s vertical refresh timing. On a fixed-refresh monitor, traditional VSync holds presentation for an appropriate refresh opportunity rather than allowing a new frame to interrupt a scan already in progress. That prevents the horizontal discontinuity known as screen tearing, where parts of two frames appear at once.

VSync does not increase the GPU’s rendering capability. If a 60 Hz display is synchronized to a game rendering at 140 FPS, the display cannot show 140 distinct refreshes per second; presentation may be limited to the display’s refresh opportunities. Depending on the game, driver, and buffering path, the GPU may still render frames that are queued or discarded. Therefore a lower displayed or reported FPS does not necessarily mean the GPU is doing proportionally less work.

What happens when a frame misses its deadline

If a frame is not ready for a refresh opportunity, the display may keep showing the previous frame until a later opportunity. On a 60 Hz display, a frame every 16.67 ms corresponds to 60 FPS; a frame every 33.33 ms corresponds to 30 FPS; every 50 ms corresponds to 20 FPS. A game fluctuating around 60 FPS can therefore show uneven cadence or repeat frames rather than a smooth, proportional decline. Some older fixed-refresh VSync paths can drop to a refresh-rate divisor when performance falls below the target; this is a possible behavior, not a universal rule for modern games. NVIDIA explains the trade-off behind Adaptive VSync.

Why the counter may seem to fall

The result depends on the game engine, graphics API, buffering and swap-chain behavior, driver, display mode, and compositor. A VSync setting can cap presentation near the monitor’s refresh rate, but other mechanisms can also limit frame rate. Microsoft notes that disabling VSync does not by itself guarantee an unlimited rate: Variable refresh rate displays. Counters may measure rendered, presented, or displayed frames, or average over different windows. Do not assume two overlays report the same quantity.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

The trade-offs: tearing, stutter, latency, and GPU load

Tearing and stutter are different

Tearing is a visible boundary between portions of different frames, often easiest to notice during a fast horizontal camera pan or when high-contrast objects move across the screen. How distracting it is varies by person and game. Stutter is irregular timing between displayed frames. It can result from missed refresh deadlines, but shader compilation, asset streaming, CPU bottlenecks, and other engine or system issues can cause it too. VSync may expose cadence problems; it is not necessarily their root cause.

Rank #2
Samsung 27" Odyssey G5 (G51F) Series QHD (1440P) Gaming Monitor
  • QHD Resolution (2560 x 1440) has 1.7 times the pixel density of Full HD for incredibly detailed pinsharp images
  • HDR10 provides brighter highlights and nuanced shadow for added depth - making every scene feel more vivid and realistic
  • The 180Hz refresh rate minimizes lag for gameplay with ultra-smooth action. Plus, the 1ms response time helps capture your moves in real-time, allowing you to react fast for gaming precision
  • AMD FreeSync reduces choppiness, screen lag and image tearing, ensuring that your fast-paced, complex in-game action is stable with minimal stutter
  • Ergonomic stand allows for tilt, pivot and height adjustments to maximize gaming comfort

Why controls can feel less responsive

Completed frames can wait for a refresh opportunity or behind other queued frames. That waiting can increase the interval between input and visible response. Microsoft warns that unrestricted frame queuing can inflate input latency in its Direct3D 12 swap-chain guidance; NVIDIA describes latency as multiple stages from input through rendering and presentation in its PC latency overview.

There is no universal VSync latency penalty. It depends on refresh rate, when a frame arrives relative to the refresh deadline, queue depth, CPU and GPU load, buffering and presentation implementation, VRR state, and latency tools. One deferred refresh opportunity is about 16.67 ms at 60 Hz and 4.17 ms at 240 Hz; those are refresh intervals, not measured or guaranteed latency increases.

Double and triple buffering are not the whole story

In broad terms, double buffering can limit queued work but may show more abrupt cadence changes when a frame misses a refresh. Triple buffering can keep a stream moving through performance variation, yet additional queued work may add latency. The actual behavior depends on the implementation; modern flip-model swap chains and frame-flight limits make the old two-versus-three-buffer shorthand incomplete. Microsoft’s swap-chain documentation discusses synchronization and frame-pacing pitfalls.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

GPU usage and power

If synchronization or a frame limiter stops unnecessary rendering, GPU utilization, heat, noise, and power use may fall. If the game continues rendering into a queue, VSync can restrict what is displayed without eliminating excess rendering work. A frame cap is often a more direct way to constrain rendering. NVIDIA presents its Max Frame Rate setting as a way to limit FPS, including to reduce power use or stay within a VRR range. Neither VSync nor a cap guarantees a particular utilization or power reduction.

VSync on versus off

Setting Main benefit Main cost or limitation
VSync off Removes the fixed-refresh presentation wait; can suit latency-sensitive play. Tearing may occur, and the game may render unnecessary frames or deliver uneven pacing.
Traditional VSync on Suppresses tearing on fixed-refresh displays. Can add waiting, expose missed-deadline stutter, and constrain displayed FPS.
Adaptive VSync On supported NVIDIA configurations, synchronizes above the refresh target and allows tearing below it to avoid some divisor-related stutter. Tearing can return when performance falls below the target; availability and behavior depend on hardware and software.
VRR Allows a compatible display to vary refresh timing with frame delivery within its operating range. Requires compatible hardware and a supported range; hitting the maximum or falling below the minimum changes behavior.
VSync plus a frame cap Can avoid tearing near a fixed refresh or VRR ceiling while limiting excess rendering. The cap must suit the display and limiter; a lower cap may trade peak FPS for steadier delivery.

VSync off is not automatically best for esports, nor is VSync on automatically best for every player. Competitive players may accept tearing to reduce presentation restrictions; others prefer a stable, tear-free image. Test the trade-off in the game and display mode you actually use.

Rank #3
Sale
Dell 27 240Hz Gaming Monitor - SE2726HG - 27-inch FHD (1920x1080) Display, in-Plane Switching (IPS) Technology, AMD FreeSync Premium, TÜV 3-Star, 2X HDMI, DisplayPort 1.4, Tilt
  • Smooth motion: 240Hz refresh rate and fast 0.5ms response time provide crisp visuals and fluid movement with less input lag.
  • Seamless gaming: FreeSync Premium and HDMI VRR eliminate tearing for smooth, responsive PC and console gameplay.
  • Fast IPS: Faster 0.5ms response with excellent color accuracy across wide IPS viewing angles.
  • Rich color: 99% sRGB color coverage delivers vivid, detailed imagery with strong accuracy.
  • Eye comfort: TÜV Rheinland 3‑star certified display lowers blue light while preserving color quality.

Adaptive, Fast, and Enhanced Sync

NVIDIA Adaptive VSync

Adaptive VSync is intended to keep synchronization when frame rate is at or above the refresh target, then relax it below the target so performance dips do not force the same fixed-refresh cadence behavior. Tearing can return below the target. See NVIDIA’s Adaptive VSync explanation.

NVIDIA Fast Sync

Fast Sync is a driver option intended for cases where the GPU renders substantially faster than the monitor refreshes: it selects frames for display without requiring the same traditional VSync wait. It can be useful on supported NVIDIA hardware when FPS is well above refresh, but it is not a universal substitute for VRR. Its suitability depends on how consistently the game exceeds refresh and on the resulting frame pacing.

Free tools Windows power users keep installed

One-click scans. No signup required.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

AMD Enhanced Sync

AMD describes Enhanced Sync as an alternative to traditional VSync when frame rate exceeds display refresh, with the aim of reducing associated latency and stutter. AMD documents support for DirectX 9–12 and Vulkan, but not OpenGL, on its Enhanced Sync page. Any performance or latency comparison published there is AMD’s own testing, not a universal independent result. Options can vary by GPU, driver, API, and game.

VSync and VRR: G-SYNC, FreeSync, and Adaptive-Sync

Traditional VSync waits for refresh opportunities while a fixed-refresh display keeps its timing. VRR instead lets a compatible monitor adjust refresh timing to follow frame delivery within a supported operating range. G-SYNC, FreeSync, and DisplayPort Adaptive-Sync address this variable-frame-rate problem through different implementations and compatibility programs; they should not be assumed identical. Microsoft identifies these technologies in its Windows graphics settings overview. AMD describes FreeSync as dynamically synchronizing refresh with GPU frame rate and notes its use of DisplayPort Adaptive-Sync and HDMI VRR: AMD FreeSync.

VRR has minimum and maximum limits. Within the supported range it can make variable frame delivery smoother without the same fixed-refresh waiting behavior. Below the minimum, the display may use Low Framerate Compensation (if supported), repeat frames, or leave the VRR range. Above the maximum, the display cannot refresh any faster; tearing or a synchronization boundary can return unless the game or driver caps or synchronizes presentation. FreeSync Premium adds Low Framerate Compensation according to AMD.

Rank #4
SANSUI 27 Inch Curved 240Hz Gaming Monitor FHD 1080P, 1500R Curve Computer Monitor, 130% sRGB, 4000:1 Contrast, HDR, FreeSync, MPRT 1Ms, Low Blue Light, HDMI DP Ports, Metal Stand, Cable Incl.
  • 27” 240Hz 1500R Curved FHD 1080P Gaming Monitor for Game Play.
  • Prioritizes Gaming Performance: Up to 240Hz high refresh rate, more immersive 1500R Curvature, FreeSync, MPRT 1ms Response Time, Black Level adjustment(shadow booster), Game Modes Preset, Crosshair.
  • Cinematic Color Accuracy: 130% sRGB & DCI-P3 95% color gamut, 4000:1 contrast ratio, 300nits brightness, HDR, Anti-flicker; Anti-Glare.
  • Plug & Play Design: HDMI & DP1.4 & Audio Jack(No built-in speakers), durable metal stand, tilt -5°~15, VESA 100*100mm compatible.
  • Warranty: Money-back and free replacement within 30 days, 1-year quality warranty and lifetime technical support. Pls contact SANSUI service support first if any product problem.

Why set a cap below the maximum?

A cap below the monitor’s maximum refresh rate leaves headroom so frame delivery is less likely to repeatedly hit the VRR ceiling. “A few FPS below” is a practical starting convention, not a guaranteed formula: choose based on the measured maximum refresh, frame-time variation, limiter accuracy, game, and whether latency or maximum utilization matters more. NVIDIA’s system latency guide recommends combining G-SYNC with VSync and a frame limit for tear-free operation near the ceiling, with latency-control technology where supported.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

Choose a starting setup for your priorities

Situation or priority Starting point What to watch
Fixed-refresh display, tearing is distracting Try traditional VSync. If controls feel delayed or frame dips stutter, test a suitable cap or another presentation option.
Latency-sensitive play and tearing is acceptable Try VSync off; use an in-game latency feature or limiter if appropriate. Check frame-time consistency and whether rendering creates excess heat or queueing.
VRR display Enable VRR, then test a cap below maximum refresh; test driver VSync if you want to prevent ceiling-region tearing. Verify the active range and ensure the game is not repeatedly exceeding its ceiling.
Unstable FPS below a fixed refresh target Try Adaptive VSync on supported NVIDIA hardware, or consider VRR if available. Distinguish missed deadlines from CPU limits, shader compilation, or asset streaming.
FPS far above fixed refresh On supported hardware, test Fast Sync or Enhanced Sync; VRR is another option if supported. Compare pacing and latency, not just the FPS counter.
Frame generation enabled, especially on a low-refresh display Test separately from native rendering and use the game’s supported latency and presentation options. Generated FPS is not equivalent to native simulation responsiveness; excess queued frames can add latency.
Heat, noise, or power is the concern Try a frame cap suited to the game and display. Confirm actual GPU utilization and power rather than assuming VSync alone reduced work.

NVIDIA G-SYNC starting checklist

  1. Enable Adaptive-Sync or G-SYNC-compatible mode in the monitor’s on-screen menu, if required.
  2. In NVIDIA’s display settings, enable G-SYNC or G-SYNC Compatible for the display. Labels and locations can vary by driver and interface version.
  3. Set a frame cap below the display’s maximum refresh as a starting point.
  4. Test driver-level VSync and in-game VSync separately; avoid assuming both controls behave identically.
  5. Enable NVIDIA Reflex in supported games when latency is a priority, then compare actual feel and measurements rather than stacking multiple competing limiters.

NVIDIA’s support page explains using G-SYNC with VSync: G-SYNC and VSync.

AMD FreeSync starting checklist

  1. Enable FreeSync or Adaptive-Sync in the monitor’s on-screen menu.
  2. Open AMD Software: Adrenalin Edition and check the Gaming/Display area for FreeSync status; labels can vary with software version.
  3. Keep frame delivery within the display’s FreeSync range with an appropriate cap where needed.
  4. If FPS regularly exceeds the display’s refresh ceiling, test VSync or a frame cap.

AMD outlines this workflow in its FreeSync support article.

Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Support on Ko-Fi

Check the display before changing game settings

A monitor may not be running at its advertised maximum refresh rate. In Windows, open Settings → System → Display → Advanced display → Choose a refresh rate, then verify the selected rate for the display the game uses. Microsoft notes that options depend on display and hardware capabilities: Change the refresh rate on your monitor in Windows.

  • Confirm the monitor’s on-screen display reports the intended refresh behavior.
  • Check that the cable and port support the chosen resolution and refresh rate.
  • Verify that VRR is supported, enabled, and active over the expected range.
  • Check whether the game is on the intended display and running in fullscreen, borderless, or windowed mode.

Windows Dynamic Refresh Rate requires compatible hardware and can limit the maximum refresh rate for games that are not designed for VRR, according to Microsoft’s refresh-rate guidance linked above. Laptop hybrid graphics, multiple displays with different refresh rates, and the Windows compositor can also make results differ from a single-monitor fullscreen setup.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.
Best Value
Sale
Sceptre Curved 24-inch Gaming Monitor 1080p R1500 98% sRGB HDMI x2 VGA Build-in Speakers, VESA Wall Mount Machine Black (C248W-1920RN Series)
  • 1800R curve monitor the curved display delivers a revolutionary visual experience with a leading 1800R screen curvature as the images appear to wrap around you for an in depth, immersive experience
  • Hdmi, VGA & PC audio in ports
  • High refresh rate 75Hz.Brightness (cd/m²):250 cd/m2
  • Vesa wall mount ready; Lamp Life: 30,000+ Hours
  • Windows 10 Sceptre Monitors are fully compatible with Windows 10, the most recent operating System available on PCs.Brightness: 220 cd/M2

Frame generation changes what an FPS number means

Native rendered FPS counts frames produced by the game’s rendering loop. Frame generation can insert additional synthesized frames; displayed FPS may then exceed native rendering FPS. A 60 Hz screen still cannot show 120 distinct refreshes per second merely because an overlay reports 120 generated FPS. Generated frames may make motion appear more fluid, but they do not make the underlying game simulation respond like a game rendered natively at that rate.

If generated frames are produced faster than the display can present them, queued frames can increase latency. NVIDIA’s Streamline guidance warns about queue buildup with high frame-generation multipliers and VSync on lower-refresh displays: DLSS-G programming guide. Whether VSync is needed for tear-free output, and which cap or latency feature works best, depends on refresh rate, frame-generation multiplier, game presentation path, and support for Reflex, Anti-Lag, or equivalent tools.

Measure more than average FPS

For a useful comparison, record average FPS alongside percentile FPS, frame-time behavior, latency where available, GPU utilization and power, and the monitor’s reported refresh behavior. NVIDIA FrameView documents average and percentile FPS, PC latency where supported, render-present latency, and power-related telemetry: FrameView user guide. A frame-time graph can reveal irregular delivery hidden by an average.

  1. Use the same game scene, resolution, graphics settings, driver, and display mode.
  2. Record a fixed-duration run for VSync off and on; on a VRR display, include VRR with a cap.
  3. Repeat each run several times and compare frame-time consistency, percentile FPS, and latency data where supported.
  4. Note whether the system is CPU- or GPU-bound and whether the monitor actually reaches the intended refresh rate.
  5. Test frame generation separately from native rendering, and observe tearing or cadence during the same repeatable camera movement.

Borderless, windowed, and exclusive fullscreen presentation can behave differently because the game’s API and Windows compositor affect presentation. Driver overrides can also be ignored or handled differently by particular games, APIs, or anti-cheat systems. An in-game limiter may have better access to the render loop, but its pacing quality varies; compare the frame-time graph.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

Troubleshoot common VSync problems

“VSync is on, but I still see tearing.”

  • Verify the actual Windows and monitor refresh rate.
  • Check whether the game or driver setting is overriding the other, and test the game’s display mode.
  • On VRR, check whether frame rate is exceeding the display’s supported ceiling or falling outside its operating range.
  • Confirm that the artifact is tearing rather than stutter, ghosting, or pixel-response behavior.
  • Consider whether a compositor, another monitor, or a different presentation path changes the result.

“VSync makes the game feel sluggish.”

  • Try a cap below the refresh ceiling to reduce excess rendering and ceiling hits.
  • Use VRR instead of fixed-refresh VSync if the display and GPU support it.
  • Try an in-game latency-reduction feature such as Reflex or Anti-Lag when supported.
  • Lower graphics settings if needed to stabilize frame times, or turn VSync off if responsiveness matters more than tear-free output.

“VSync causes big FPS drops.”

Check whether frames are missing refresh deadlines or falling to a divisor cadence. Also investigate CPU limits, shader compilation, asset streaming, and engine or driver frame-pacing issues. If the problem disappears with VSync off, that is evidence of a changed presentation behavior, not proof that VSync was the only cause.

“The counter says 200 FPS, but it feels like 60.”

  • The counter may report rendered FPS while the display presents at 60 Hz.
  • Frame delivery may be irregular or queued, increasing latency.
  • The monitor may not be set to its advertised refresh rate.
  • Frame generation may inflate the reported rate without equivalent native responsiveness.
  • The display may be outside the expected VRR range.

“VRR is enabled, but I still see tearing.”

Check whether FPS is regularly exceeding the VRR ceiling and whether VSync or a cap is needed for that configuration. AMD explicitly recommends VSync or a frame cap when FPS regularly exceeds display refresh in its FreeSync guidance.

Quick Recap

Bestseller No. 2
Samsung 27' Odyssey G5 (G51F) Series QHD (1440P) Gaming Monitor
Samsung 27" Odyssey G5 (G51F) Series QHD (1440P) Gaming Monitor
Ergonomic stand allows for tilt, pivot and height adjustments to maximize gaming comfort
$149.99
SaleBestseller No. 3
SaleBestseller No. 5
Sceptre Curved 24-inch Gaming Monitor 1080p R1500 98% sRGB HDMI x2 VGA Build-in Speakers, VESA Wall Mount Machine Black (C248W-1920RN Series)
Sceptre Curved 24-inch Gaming Monitor 1080p R1500 98% sRGB HDMI x2 VGA Build-in Speakers, VESA Wall Mount Machine Black (C248W-1920RN Series)
Hdmi, VGA & PC audio in ports; High refresh rate 75Hz.Brightness (cd/m²):250 cd/m2; Vesa wall mount ready; Lamp Life: 30,000+ Hours
$82.97

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

Leave a Reply

Your email address will not be published. Required fields are marked *

What’s actually slowing this PC down?

Pick the symptom - the matching free tool is one click away.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

More from Patch Notes

Recommended PC Tool
Recommended PC Tool
PC Slower Than It Used to Be?Free scan - under a minute
Outdated Drivers Are Slowing You DownFree scan - exact matches

Two free Windows tools

One Free Minute Could Fix That PC

Before you go - each of these free tools takes about a minute and tackles what quietly slows a Windows PC down.

Special offer. View Outbyte info, uninstall instructions, EULA, and Privacy Policy.