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What is VSync we see in games, what does it do?

What is VSync we see in games, what does it do?


What is VSync, which we do not know exactly what we see in every game, what is it? Can VSync be the culprit of the low FPS we get from the games? Let's answer these questions with our article about how VSync technology works with you.

VSync option, which we often encounter in games, can confuse what it does because it is not explained in the game. In today's article, we will take a closer look at exactly what VSync technology is, what it does, and how it works. We will try to eliminate the question marks in the minds as much as possible.

VSync technology, which was originally developed to give gamers a smoother gaming experience, can also negatively affect the gaming experience in some cases. In our article, we will also touch on the disadvantages of this technology. Next, we will explain how the G-Sync and FreeSync technologies differ from VSync in the words "G-Sync supported" or "FreeSync supported" added to the boxes of monitors.

What is VSync?


The word "vertical" in its name comes from the fact that it prevents the image distortion that occurs in vertical objects in games. The synchronization phrase comes from preventing image distortion by ensuring the synchronous operation of the monitor and the video card.

VSync technology was originally developed by video card manufacturers. The most important reason behind the development of video card developers was the unbearable size tears in the image when the video card and monitor components did not work synchronously. Thanks to this technology, which allows the video card and monitor to talk to each other, the problem is largely resolved.

What is a screen or image tearing?

A very good example of image tearing. Especially when moving or looking around in high-paced games, these spontaneous distortions affect the gaming experience in a very bad way.

Let's come to the reason for the tearing on the screen. While playing games, data is constantly exchanged between the video card and the monitor. The graphics card sends the generated images to the monitor in the "x frames per second" format. The monitor will seamlessly show how many Hz the refresh rate is (FPS) per second. If the FPS of the image sent from the video card to the monitor is higher than the refresh rate of the monitor, tears occur on the screen.

How does VSync work?


When VSync technology comes into play, no matter how strong your graphics card is, that is, how many frames per second your video card produces, the number of frames it sends to the monitor is equal to the refresh rate of the monitor. In other words, if your monitor refresh rate is 60 Hz, even if your video card produces 150 frames, 60 of these frames are sent to the monitor.

VSync technology, however, does not have a simple working principle. In other words, the monitor does not provide information such as "I have a refresh rate of xx Hz, send me that frame". Instead, the video card examines the monitor's current refresh cycle. If the cycle is not over yet, it does not provide new data streams. As soon as he realizes that the cycle is over, he starts sending data again.

What are the disadvantages of VSync technology?


One of the biggest disadvantages of Vsync technology is the input delay that occurs while the technology is in use. Entry delay can be explained as the delayed display of the keys you press on your keyboard and mouse. The reason is directly related to the working principle of VSync we just described. Due to the technology keeping the frames produced per second on the video card, entry delays may occur. In the table, you can see the input delay when VSync is open.

VSync only works if the amount of frames produced per second is higher than the refresh rate of the monitor. If a very strong moment occurs graphically within the game and the amount of FPS you receive drops suddenly below the refresh rate of the monitor, the game gets stuck much more than the VSync is off because the video card is already holding it back. VSync reduces the amount of FPS projected onto the screen.

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