Unfortunately the widespread release of G-SYNC will only be in Q1 2014 but an early alpha-stage prototype monitor did land on my doorstep last week and, as you can tell by the near lack of content on Hardware Canucks since then, it has ruined my productivity.
Simply put, I'm addicted.
G-SYNC?s Current Limitations Explained
While G-SYNC may look like a cure-all for many of the glaring shortcomings in the display market, it isn?t infallible and it can?t rectify every issue. Stuttering will continue to rear its ugly head when games load textures or when a system storage device becomes a bottleneck. In addition, blur still occurs and detracts from the overall experience despite G-SYNC?s improvements in other areas.
With input lag all but eliminated from the display side of the equation, according to NVIDIA you?ll need a suitably high end gaming mouse with an extreme polling interval to take full advantage of what G-SYNC offers. I didn?t notice anything more than the usual improvements in response time and accuracy when moving from an MX510 to a G9x but professional gamers (I?m certainly not one of those) may say otherwise since the screen?s response time has been significantly reduced.
There are some additional limitations as well. While it can be used with an SLI system, G-SYNC can?t operate in Windowed Mode, doesn?t currently support NVIDIA?s Surround multi monitor technology and will only be available through a DisplayPort interface. Don?t expect any external G-SYNC adapters either since existing monitor scalers can?t be adapted to work with the technology, nor can they be bypassed via an external hub. As you might expect, the technology is only compatible with NVIDIA?s Kepler-based cards but due to the its unique nature, I?m sure we can all understand why this needs to be held close to their chests.
. . .
Until our full review is published early next year, I can safely say that after a week of using G-SYNC, there?s really only one word to sum up
my experience thus far: awesome.
Bookmarks