🖥️ NKB Gaming PC
VRR Precision Pacing Engine v2026.1
Estándar de Hardware Esports Low Latency • Tear-Free Pacing

Calculadora de Límite de FPS para G-Sync y VRR

Límites óptimos de FPS y cálculos de delta de frametime para gaming competitivo sin tearing ni latencia.

Step 1 • Monitor Refresh Rate

Frecuencia de Actualización del Monitor

165 Hz
Preajustes Comunes de Esports
Hz
48 Hz 144 Hz 240 Hz 360 Hz 540 Hz 600 Hz
Step 2 • GPU Platform

GPU Architecture

Step 3 • Pacing Algorithm

Algoritmo de Cálculo

Step 4 • Frame Limiter Method

Comparativa de Motores Limitadores de FPS

Límite Recomendado
-7 FPS por debajo de la frecuencia nativa (165Hz Monitor)
Delta de Seguridad de Frametime (Δt) +0.269 ms Estado del Búfer (Δt)
Tiempo Objetivo de Entrega de Fotograma 6.33 ms 1000 / 158 FPS

Live VRR Window Gauge

VRR State: LOCKED IN RANGE (0% TEARING)
Active VRR Window (48Hz – 165Hz)
★ 158 Cap
165Hz
LFC Floor 48 Hz
Active Cap 158 FPS
Display Refresh 165 Hz
Safety Delta -7 FPS (+0.269ms)
NVIDIA GeForce Setup

Dynamic Driver Checklist

Actionable step-by-step driver and game configuration for zero tearing and minimal input lag.

0 / 5 Configured
Path: NVIDIA Control Panel > Display > Set up G-SYNC > Enable G-SYNC / G-SYNC Compatible
Path: NVIDIA Control Panel > Manage 3D Settings > Global Settings > Vertical Sync = ON
Path: NVIDIA Control Panel > Manage 3D Settings > Max Frame Rate = 158 FPS
Path: NVIDIA Control Panel > Manage 3D Settings > Low Latency Mode = Ultra
Path: In-Game Video Settings > V-Sync = OFF | Triple Buffering = OFF
Visual Simulation

Interactive Frame Pacing & Latency Simulator

Simulate how capping affects frame-time queues, screen tearing, and V-Sync input lag spikes.

VRR SYNCHRONIZED: Continuous Variable Refresh Active

Frame render completes with +0.269ms buffer before VBLANK. 0% tear, zero V-Sync lag penalty.

Status: Locked in VRR (0% Tearing • 0ms Extra Lag)
Simulated Frame Rate 158 FPS Target: 165Hz Display
Input Lag Penalty 0.0 ms (Zero Buffer Penalty)
Tearing Probability 0.0% (Zero)
Quick Reference Matrix

Standard Monitor Refresh Rate Cheat Sheet

Instantly view and copy mathematically tuned FPS caps for every standard PC gaming monitor.

Display RefreshScanout TimeReflex Optimal CapReflex BufferClassic Blur BustersClassic BufferAction
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 Active6.06 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
Game Configuration Presets

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 Engine

Disables Source 2 frame pacing variance while keeping sub-tick input responsiveness optimal.

Launch Argument / Command:
+fps_max 158
Target: Steam Launch Options or autoexec.cfg

Apex Legends

Respawn Engine

Eliminates high-framerate micro-stutter when rotating cameras in dense battle zones.

Launch Argument / Command:
+fps_max 158
Target: Steam / EA App Launch Arguments

Valorant

Unreal Engine 4 (Modified)

Reflex automatically applies the quadratic cap when enabled. If Reflex is off, set manual cap.

Launch Argument / Command:
Reflex: On + Boost in Video Settings
Target: In-Game Video Settings → General

Call of Duty: Warzone / MW3

IW Engine 9.0

Set Gameplay Custom Limit to calculated cap, Menu to 60 FPS, Out of Focus to 30 FPS.

Launch Argument / Command:
NVIDIA Reflex: On + Boost
Target: Graphics Settings → Display → Custom Frame Rate

Fortnite

Unreal Engine 5.4

Under UE5 Nanite/Lumen, a consistent cap stabilizes GPU 1% low frametimes significantly.

Launch Argument / Command:
DirectX 12 + Reflex Low Latency
Target: Settings → Video → Display Settings

Overwatch 2

Custom Blizzard Engine

Blizzard engine supports direct slider adjustment with zero buffering latency.

Launch Argument / Command:
NVIDIA Reflex: Enabled
Target: Options → Video → Details
Hardware Benchmark

Input Latency Hierarchy: Where to Apply Your Cap

Comparing input lag penalties, frametime stability, and engine synchronization across capping methods.

Limiter MethodAdded LatencyFrame-Time JitterBest 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 dependentFast-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 stabilizedReflex-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)
GoodSet-and-forget universal protection across all PC games

Línea Temporal de Entrega y Búfer de Seguridad

Visualice el intervalo de escaneo del monitor frente al tiempo objetivo para garantizar que los fotogramas nunca choquen con el límite.

Δt: +0,27 ms (Óptimo )
0.00 msINICIO ESCANEO165Hz = 6,06msIntervalo de Escaneo del Monitor158 FPS = 6,33msIntervalo de Límite de FPS+0,27msZona de Peligro de Tearing / Latencia
Escaneo (6,06ms): Reloj de refresco de líneas del hardware de la pantalla.
Límite Objetivo (6,33ms): Plazo seguro de entrega de fotogramas al monitor.
Búfer V-Sync / Tearing: Ocurre cuando la tasa de fotogramas alcanza o supera los Hz nativos.

Generador de Configuración (Copiar con 1 Clic)

Comandos listos para pegar en archivos de configuración y parámetros de inicio de juegos.

Controlador NVIDIA NVIDIA Profile Inspector / NVCP

Aplicar en el Perfil Base global o en el perfil de juego específico en NVIDIA Profile Inspector:

Frame Rate Limiter = 0x0000009E (158 FPS)
Frame Rate Limiter V3 = 158
Maximum Pre-Rendered Frames = 1
RTSS (.cfg) Línea de Perfil RivaTuner

Añadir directamente a Global o a <juego>.exe.cfg dentro de la carpeta Profiles:

[Framerate]
Limit = 158
LimitDenominator = 1
SyncMode = 1
Unreal Engine Engine.ini (Valorant, Fortnite, etc.)

Añadir al final de %LOCALAPPDATA%\<Juego>\Saved\Config\WindowsClient\Engine.ini:

[/Script/Engine.Engine]
bSmoothFrameRate=FALSE
bUseFixedFrameRate=FALSE
FrameRateLimit=158.000000
Source 2 & Steam Autoexec CS2 y Parámetros de Lanzamiento Steam

Colocar en cs2\game\csgo\cfg\autoexec.cfg o en Propiedades de Steam > Parámetros de lanzamiento:

// 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"
Parámetro de lanzamiento Steam: +fps_max 158 -high -novid
Hardware Specification

VRR Standards & Ecosystem Comparison

Comparing physical hardware modules, variable overdrive characteristics, and Low Framerate Compensation.

NVIDIA G-SYNC (Native Module)

Hardware FPGA

Features a proprietary physical NVIDIA FPGA scalar module inside the display. Delivers flawless variable overdrive across the entire refresh curve without overshoot/ghosting artifacts.

Active VRR Range: 1 Hz to Max Hz
Variable Overdrive: Variable Overdrive (Hardware Tuned)
LFC Mechanism: Native Hardware Frame Doubling down to 1 Hz

NVIDIA G-SYNC Compatible

VESA Standard

Certified 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.

Active VRR Range: Typically 48 Hz to Max Hz
Variable Overdrive: Fixed / Display Scalar Dependent
LFC Mechanism: Driver-managed LFC (when Max >= 2.4x Min)

AMD FreeSync Premium Pro

Radeon Tier

The 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.

Active VRR Range: Typically 48 Hz to Max Hz
Variable Overdrive: Display Scalar Dependent
LFC Mechanism: Mandatory LFC Frame Multiplying

VESA Adaptive-Sync / HDMI 2.1 VRR

Open Standard

The 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).

Active VRR Range: Variable (e.g. 40 - 144Hz / 48 - 240Hz)
Variable Overdrive: Display Firmware Dependent
LFC Mechanism: Monitor / GPU Handshake Dependent
Knowledge Base

Frequently Asked Questions & Technical Mechanics

Deep-dive explanations on VRR physics, driver-level synchronization, presentation models, and 1% low stability.

La frecuencia de refresco variable (G-Sync/FreeSync) solo actúa cuando los FPS se mantienen estrictamente por debajo del máximo de tu pantalla. Si alcanzas 144 FPS en 144Hz, las fluctuaciones rebasan el límite, desactivando VRR y provocando tearing o latencia V-Sync (15-50ms). Limitar los FPS garantiza un margen de seguridad temporal (Δt).

Con G-Sync activo y los FPS limitados, el V-Sync del controlador sincroniza la entrega sin acumular fotogramas en el búfer, eliminando el tearing en la parte inferior de la pantalla sin penalización de latencia. En cambio, el V-Sync dentro del juego suele activar doble o triple búfer, añadiendo 15-30ms de retardo.