Rechner für G-Sync FPS-Begrenzung & Bildwiederholrate
Optimale FPS-Begrenzer & Frametime-Delta-Berechnungen für verzögerungsfreies Gaming ohne Tearing.
Monitor-Bildwiederholfrequenz
GPU Architecture
Berechnungsalgorithmus
FPS-Limiter-Engines im Vergleich
Live VRR Window Gauge
Dynamic Driver Checklist
Actionable step-by-step driver and game configuration for zero tearing and minimal input lag.
NVIDIA Control Panel > Display > Set up G-SYNC > Enable G-SYNC / G-SYNC CompatibleNVIDIA Control Panel > Manage 3D Settings > Global Settings > Vertical Sync = ONNVIDIA Control Panel > Manage 3D Settings > Max Frame Rate = 158 FPSNVIDIA Control Panel > Manage 3D Settings > Low Latency Mode = UltraIn-Game Video Settings > V-Sync = OFF | Triple Buffering = OFFInteractive Frame Pacing & Latency Simulator
Simulate how capping affects frame-time queues, screen tearing, and V-Sync input lag spikes.
Frame render completes with +0.269ms buffer before VBLANK. 0% tear, zero V-Sync lag penalty.
Standard Monitor Refresh Rate Cheat Sheet
Instantly view and copy mathematically tuned FPS caps for every standard PC gaming monitor.
| Display Refresh | Scanout Time | Reflex Optimal Cap | Reflex Buffer | Classic Blur Busters | Classic Buffer | Action |
|---|---|---|---|---|---|---|
| 60 Hz | 16.67 ms | +0.28 ms | +0.57 ms | |||
| 75 Hz | 13.33 ms | +0.36 ms | +0.36 ms | |||
| 100 Hz | 10.00 ms | +0.31 ms | +0.31 ms | |||
| 120 Hz | 8.33 ms | +0.29 ms | +0.21 ms | |||
| 144 Hz | 6.94 ms | +0.30 ms | +0.15 ms | |||
| 165 Hz Active | 6.06 ms | +0.27 ms | +0.11 ms | |||
| 180 Hz | 5.56 ms | +0.26 ms | +0.13 ms | |||
| 240 Hz | 4.17 ms | +0.28 ms | +0.07 ms | |||
| 280 Hz | 3.57 ms | +0.28 ms | +0.07 ms | |||
| 360 Hz | 2.78 ms | +0.27 ms | +0.04 ms | |||
| 390 Hz | 2.56 ms | +0.28 ms | +0.05 ms | |||
| 480 Hz | 2.08 ms | +0.28 ms | +0.03 ms | |||
| 500 Hz | 2.00 ms | +0.28 ms | +0.03 ms | |||
| 540 Hz | 1.85 ms | +0.28 ms | +0.02 ms | |||
| 600 Hz | 1.67 ms | +0.29 ms | +0.02 ms |
Esports Titles Launch Options & In-Engine Commands
1-click copy pre-formatted launch commands and console arguments calibrated to your recommended cap (158 FPS).
Counter-Strike 2
Source 2 EngineDisables Source 2 frame pacing variance while keeping sub-tick input responsiveness optimal.
+fps_max 158 Apex Legends
Respawn EngineEliminates high-framerate micro-stutter when rotating cameras in dense battle zones.
+fps_max 158 Valorant
Unreal Engine 4 (Modified)Reflex automatically applies the quadratic cap when enabled. If Reflex is off, set manual cap.
Reflex: On + Boost in Video Settings Call of Duty: Warzone / MW3
IW Engine 9.0Set Gameplay Custom Limit to calculated cap, Menu to 60 FPS, Out of Focus to 30 FPS.
NVIDIA Reflex: On + Boost Fortnite
Unreal Engine 5.4Under UE5 Nanite/Lumen, a consistent cap stabilizes GPU 1% low frametimes significantly.
DirectX 12 + Reflex Low Latency Overwatch 2
Custom Blizzard EngineBlizzard engine supports direct slider adjustment with zero buffering latency.
NVIDIA Reflex: Enabled Input Latency Hierarchy: Where to Apply Your Cap
Comparing input lag penalties, frametime stability, and engine synchronization across capping methods.
| Limiter Method | Added Latency | Frame-Time Jitter | Best Used For |
|---|---|---|---|
In-Game Engine Limiter Active Choice Built directly into the game simulation loop. Offers the absolute lowest possible input latency with zero driver interception overhead, though frame-time consistency varies by game engine. | 0.0 - 0.2 ms (Lowest) | Engine dependent | Fast-paced esports titles (Apex, CS2, Overwatch) |
NVIDIA Reflex (In-Engine) Active Choice Dynamic render thread governor built into modern game engines. Works at the CPU/GPU dispatch boundary to completely eliminate render queues without requiring manual frame capping. | ~0.1 ms (Optimal) | Automatically stabilized | Reflex-supported games (Valorant, Fortnite, Warzone) |
RTSS (RivaTuner Stat Server) CPU-level hook with high-precision micro-sleep timers. Produces ruler-flat frametime graphs with zero jitter, at the trade-off of approximately up to one frame of pipeline latency. | ~1 frame (~3 - 7 ms) (Pacing Focus) | Near 0.0 ms (Flattest pacing) | AAA cinematic single-player games wanting zero micro-stutter |
GPU Driver Limiter (CPL) Universal safety ceiling applied in NVIDIA Control Panel / AMD Adrenalin. Works on every title regardless of engine support, protecting against VRR boundary blowouts. | ~1.5 - 2.5 ms (Good) | Good | Set-and-forget universal protection across all PC games |
Frame-Lieferung & Sicherheitsbuffer-Zeitachse
Visualisierung des Monitor-Scanout-Intervalls im Vergleich zur Frame-Lieferzeit.
Konfigurations-Generator (In die Zwischenablage kopieren)
Kopierfertige Befehle und Konfigurationszeilen für beliebte Spiele-Engines und Tools.
Im globalen Basisprofil oder im jeweiligen Spielprofil im NVIDIA Profile Inspector eintragen:
Frame Rate Limiter = 0x0000009E (158 FPS)
Frame Rate Limiter V3 = 158
Maximum Pre-Rendered Frames = 1Direkt in Global oder <spiel>.exe.cfg im Profiles-Ordner einfügen:
[Framerate]
Limit = 158
LimitDenominator = 1
SyncMode = 1Anhängen an %LOCALAPPDATA%\<Game>\Saved\Config\WindowsClient\Engine.ini:
[/Script/Engine.Engine]
bSmoothFrameRate=FALSE
bUseFixedFrameRate=FALSE
FrameRateLimit=158.000000In cs2\game\csgo\cfg\autoexec.cfg oder in den Steam-Eigenschaften > Startoptionen einfügen:
// VRR / G-Sync Autoexec Preset for 165Hz Display
fps_max "158"
fps_max_ui "120"
engine_low_latency_sleep_after_client_tick "true"
cl_smooth "0" +fps_max 158 -high -novidVRR Standards & Ecosystem Comparison
Comparing physical hardware modules, variable overdrive characteristics, and Low Framerate Compensation.
NVIDIA G-SYNC (Native Module)
Hardware FPGAFeatures a proprietary physical NVIDIA FPGA scalar module inside the display. Delivers flawless variable overdrive across the entire refresh curve without overshoot/ghosting artifacts.
NVIDIA G-SYNC Compatible
VESA StandardCertified by NVIDIA to run over standard DisplayPort / HDMI 2.1 VRR protocols on monitors without an expensive FPGA hardware chip. Validated for zero blanking, flicker, or artifacting.
AMD FreeSync Premium Pro
Radeon TierThe top-tier AMD standard requiring at least 120Hz at 1080p, Low Framerate Compensation (LFC), and direct tone-mapping pass-through for sub-frame latency in HDR titles.
VESA Adaptive-Sync / HDMI 2.1 VRR
Open StandardThe underlying VESA DisplayPort and HDMI 2.1 Forum VRR protocols utilized by PC graphics cards and current-generation gaming consoles (PS5, Xbox Series X/S).
Frequently Asked Questions & Technical Mechanics
Deep-dive explanations on VRR physics, driver-level synchronization, presentation models, and 1% low stability.
Variable Refresh Rate (G-Sync/FreeSync) funktioniert nur, solange die FPS strikt unterhalb der maximalen Bildwiederholfrequenz des Monitors liegen. Erreicht die GPU 144 FPS auf einem 144Hz-Monitor, verlassen kurze Frametime-Spikes den VRR-Bereich. Dadurch entsteht Tearing oder der V-Sync-Puffer greift ein, was 15–50ms Input-Lag verursacht. Der FPS-Cap schafft einen Sicherheitsabstand (Δt).
Bei aktivem G-Sync und gesetztem FPS-Cap dient Treiber-V-Sync als Timing-Synchronisator und nicht als Puffer. Es verhindert Tearing am unteren Bildschirmrand ohne Latenznachteil. In-Game-V-Sync hingegen aktiviert oft Doppel- oder Dreifachpufferung, was erhebliche Eingabeverzögerungen erzeugt.