Published Aug 18, 2026, 12:00 PM EDT Jasmine is Software and PC Hardware Author at XDA with years of tech reporting experience ranging from AI chatbots right down to gaming hardware, she's covered just about everything. Whether it's breaking news about the latest AMD NPUs or creating video tutorials on social media platforms, Jasmine has contributed to the world of AI and tech in a variety of ways including interviewing the CEO of Razer, AMD's Director of Product Marketing and the VP of Lenovo. Passionate about gaming and PC technology, she has built countless computers, keyboards and other peripherals - knowing them inside and out. A common misconception in the PC gaming community is that when you buy a 144Hz G-Sync/3-Sync monitor, you should set your in-game frame rate cap to match your exact refresh rate. However, what actually happens at that exact boundary is unperceived microstuttering, sudden frame-tearing artifacts, or massive input latency spikes caused by traditional V-Sync fallback behavior. By capping your frame rate at 3FPS, or roughly 3% to 5% below your physical refresh-rate ceiling, you adhere to the strict technical requirements of how VRR compositors handle frame delivery. To keep variable refresh rate active 100% of the time, eliminate screen tearing, and avoid the heavy latency penalty of full back V-sync, gamers must maintain a strict frame-time buffer below their display's maximum refresh-rate ceiling. How does VRR work? Understanding how it works lets you take full advantage VRR, or Variable Refresh Rate, operates interestingly inside your window. The fundamentals of G-Sync and FreeSync mean that within the dynamic VRR range (for example, 48Hz to 144Hz), the monitor dynamically adjusts its refresh rate to match the GPU's frame output in real time. That way, you get zero screen tearing and minimal input lag. However, when you cross that boundary, you might face an immediate penalty. For example, if your GPU outputs 144FPS on a 144Hz display, you might find that if your V-sync is off in your driver, the moment that your frame rate reaches or exceeds 144 fps, G-Sync disengages. The display reverts to standard fixed-refresh operation, causing immediate screen tearing. By contrast, if V-sync is enabled in your driver, once the frame rate hits 144FPS, traditional V-sync engages as a fallback. This forces the GPU render pipeline to back up, creating a frame queue that adds 1 to 2 frames of input latency, or 15 to 30ms of extra delay. This means capping at exactly 144FPS fails. Software frame limiters, whether in-game, in Nvidia's control panel, or even in RTSS, aren't 100% flat down to the microsecond. A cap set to 144.0FPS will routinely show minor frame-time fluctuations, sometimes overshooting to 144.2 or even 145FPS. These micro-spikes constantly push the system over the VRR ceiling, triggering momentary V-Sync input lag or tearing. What settings should you opt for? These settings are fundamental The best way to configure your game and monitor for the best experience is the configuration framework outlined below. The golden rule is to have G-Sync/FreeSync on, driver-level V-Sync on, and your frame rate capped at 3 FPS below the max refresh rate. That way, even when you experience micro spikes, which might push your system over the frame rate cap ever so slightly, it's not pushing your system over the VRR ceiling. You might wonder why you need v-sync enabled if you're also using G-Sync, but the driver-level v-sync acts as a frame-pacing compositor inside the VRR window. It eliminates bottom-of-screen tear lines, like scanline artifacts, without adding V-Sync latency, as long as the frame rate never actually touches the maximum frame rate ceiling. So, if you have a 144Hz variable refresh rate display, then you should cap at 141FPS. If you have a 240Hz display, cap somewhere between 235–237 FPS. If you have a 360Hz display, then you should cap at 348–350 FPS. It should always be approximately 3% below the refresh rate of your monitor. Implementing the frame rate in the right way is fundamental There are multiple ways to implement the frame cap There are quite a few ways to implement the cap, so what is the best choice? The first option you should opt for is your in-game engine limiter. This is because internal game engine limiters offer the lowest latency, since they control frame generation before the data hits the render queue. If you are playing a game that has this option, definitely use it first. If your game doesn't let you set specific frame rate caps, you can also use driver-level and RTSS limiters as a universal fallback. External capping tools or the Nvidia Control Panel's max frame rate setting are a great option for those games without built-in frame limiters or those that don't allow you to type in a very specific number. If you're using Nvidia Reflex auto-capping, you might notice this technology automatically handles the math in supported games, capping the frame rate dynamically. For example, at around 138FPS at 144Hz or 225FPS at 240Hz to prevent any GPU-bound queue latency entirely. Capping at your refresh rate isn't correct It's an easy mistake to make Variable refresh rate is one of the greatest display innovations in PC gaming history, but running it uncapped or capping it directly at your monitor's maximum frequency can undermine the technology. The next time you boot up a game, open up your in-game settings and subtract 3 FPS from your display's native refresh rate. Lock it in, and you should now enjoy the completely tear-free, low-latency gaming experience that stays inside the VRR window 100% of the time rather than screen tearing when you experience micro spikes.
Capping your frame rate 3 FPS below your refresh rate isn't just a suggestion; it's a requirement
Full Article
Original Source
Read the full article at Xda-developers →KhanList aggregates and links to publicly available news content. We do not host full articles from third-party sources. Always verify important information with original sources.