NVIDIA G-Sync explained

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The Guru of 3D published a review on the NVIDIA G-Sync explained

A quote from the article:
On Friday NVIDIA announced G-Sync, and considering the little details available out there I wanted to write a quick follow-up on this new technology, as it really is a big announcement - a really big thing actually. In recent years we all have been driven by the knowledge that on a 60 Hz monitor you want 60 FPS rendered, this was for a reason, you want the two as close as possible to each other as that offers you not only the best gaming experience, but also the best visual experience. This is why framerate limiters are so popular, you sync each rendered frame in line with your monitor refresh rate. Obviously 9 out of 10 times that is not happening. This results into tow anomalies that everybody knows and experiences, stutter and tearing.

So what is happening ?

Very simply put, the graphics card is always firing of frames as fast as it can possibly do, that FPS this is dynamic and can bounce from say 30 to 80 FPS in an matter of split seconds. On the eye side of things, you have this hardware which is the monitor, and it is a fixed device as it refreshes at 60 Hz (60Hz is example). Fixed and Dynamic are two different things and collide with each other. So on one end we have the graphics card rendering at a varying framerate while the monitor refreshes at 60 images per second. That causes a problem as with a slower or faster FPS then 60 you'll get multiple images displayed on the screen per refresh of the monitor. So graphics cards don’t render at fixed speeds. In fact, their frame rates will vary dramatically even within a single scene of a single game, based on the instant load that the GPU sees.
 NVIDIA G-Sync explained @ Guru3D