Calculateur de Limite FPS G-Sync & Fréquence
Limiteurs de fréquence d'images optimaux et calculs de delta frametime pour un jeu fluide sans déchirement.
Fréquence de Rafraîchissement de l'Écran
GPU Architecture
Algorithme de Calcul
Comparatif des Moteurs de Limitation FPS
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 |
Chronologie du Rendu et de la Marge de Sécurité
Visualisation de l'intervalle de balayage de l'écran par rapport au délai d'affichage.
Générateur de Configuration (Copier en un clic)
Paramètres prêts à coller pour vos fichiers de configuration et options de lancement.
Appliquer au profil global Base ou au profil de jeu spécifique dans NVIDIA Profile Inspector :
Frame Rate Limiter = 0x0000009E (158 FPS)
Frame Rate Limiter V3 = 158
Maximum Pre-Rendered Frames = 1Ajouter directement dans Global ou <jeu>.exe.cfg dans le dossier Profiles :
[Framerate]
Limit = 158
LimitDenominator = 1
SyncMode = 1Ajouter à la fin de %LOCALAPPDATA%\<Jeu>\Saved\Config\WindowsClient\Engine.ini :
[/Script/Engine.Engine]
bSmoothFrameRate=FALSE
bUseFixedFrameRate=FALSE
FrameRateLimit=158.000000Placer dans cs2\game\csgo\cfg\autoexec.cfg ou dans Propriétés Steam > Options de lancement :
// 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.
Le taux de rafraîchissement variable (G-Sync/FreeSync) ne fonctionne que lorsque vos FPS restent strictement inférieurs au taux maximal de votre écran. À 144 FPS sur 144Hz, les légères variations dépassent la fréquence, désactivant le VRR et déclenchant du déchirement ou une forte latence V-Sync. Le cap crée une marge temporelle de sécurité (Δt).
Lorsque G-Sync est actif avec un FPS plafonné, le V-Sync du pilote agit comme un synchronisateur sans jamais engager de file d'attente tampon. Il supprime le tearing en bas d'écran avec zéro latence. Le V-Sync en jeu, lui, applique souvent un double/triple tamponnage ajoutant 15 à 30ms de délai.