Distinguish the game’s frame controls
| Control | Evidence | Use |
|---|---|---|
| VSync | A May 14 player explicitly reports this option. | Compare visible tearing with sync off and on, if present in your current build. |
| Framerate cap | The same player reports a cap; no range or default is given. | Choose a sustainable listed value for a controlled comparison. |
| Snow Trails | Listed with the May graphics controls. | A scene-effect setting, not monitor synchronisation. |
| Low / Medium / High | Official September quality dropdown. | Reduce rendering cost when the game cannot sustain your target. |
On a small screen, scroll the table sideways to see every column.
Open Settings and locate the controls actually present in your build. Record their starting values. The inspected source does not establish an exact current tab name, an Unlimited label or a 60/120/144 cap list; do not import a different game’s configuration names.

Sources: May 14 player: graphics settings · September 21 official update
Check the display and an existing driver override
Read the active display refresh
In Windows, open Settings → System → Display → Advanced display. Select the display used for the game and read its refresh rate. The offered values depend on that display and resolution.
Keep a consistent comparison
Use the same resolution, display mode and short route while changing one frame control at a time. Note any existing game-specific driver override before changing it.
Let the game control NVIDIA VSync for the baseline
NVIDIA documents Use the application setting for delegating VSync to the game. A forced On or Off value can otherwise interfere with a comparison of the in-game toggle. Apply this only to the game’s own profile and preserve the previous value.
Compare the result, then restore if needed
Inspect horizontal image breaks, motion consistency and input feel on the same route. Restore the prior setting if the comparison is worse.
NVIDIA’s listed Vertical Sync choices apply when the display is connected to the NVIDIA GPU. An integrated-GPU laptop path or another vendor’s driver should be checked against that vendor’s documentation rather than assuming the same overrides apply.
Windows distinguishes the display’s refresh rate from frames generated by the application. VRR and Windows Dynamic Refresh Rate are also separate features; Microsoft notes that DRR can limit refresh for some games.
Sources: Microsoft: display refresh rate in Windows · NVIDIA: Vertical Sync settings
Match the setting to the symptom
| Symptom | Useful next comparison |
|---|---|
| Horizontal breaks while turning | Test VSync on against the recorded baseline. NVIDIA describes On as eliminating tearing. |
| Low FPS throughout the run | Try the game’s lower quality setting and the FPS checklist. Sync does not create extra rendering capacity. |
| Steady cap but poor input feel | Compare sync off on the same route and keep the value that meets your own visual and input needs. |
| Multi-second freeze only when moving the mouse | The mouse-fix author describes a separate high-polling-rate problem. Read the mod guide before considering that targeted workaround. |
On a small screen, scroll the table sideways to see every column.
There is no universal best setting for every PC. Keep the smallest change that improves the observed symptom, and retain the original values so the comparison is reversible.
Sources: NVIDIA: Vertical Sync settings · September 21 official update · NiceMitch: Sledding Mouse Stutter Fix