# The value of VSync on vSync Count in Unity

In Unity, we can set the vSync value as "No sync" = 0, "Every V Blank" (60 fps) = 1 and "Every Second V Blank" (30 fps) = 2. But in the Unity Quality Setting documentation , it's written the vSync count value must be either 0, 1, 2, 3, or 4. What is 3 and 4 ?

You can set this vSync value on your code, the value must be either 0, 1, 2, 3, 4. But in Quality Setting in Unity, the option is only for : No Sync, Every V Blank, and Every Second V Blank. So basically only for 0, 1, and 2.

There's no option for 3,4. If we set the value on the code as 3 or 4, how should we set the value in Quality Setting Properties ? Because we need to choose a value other than No Sync for the vSync to work. How the vSync count in Properties and Code related if they accept different value ?

It's written in the link you provided:

The number of VSyncs that should pass between each frame.

So, 3 means one frame every 3 VSyncs (with VSync at 60Hz, this means 20FPS), and 4 means 15FPS.

EDIT: to answer to your edit - the value you set via the Quality Settings is your "default" setting, if you change that value by using QualitySettings.vSyncCount anywhere in the code, the latter will always takes precedence.

• My bad,I guess my question wasn't clear enough. You can set this value on your code, the value must be either 0, 1, 2, 3, 4. But in Quality Setting in Unity, the option is only for : No Sync, Every V Blank, and Every Second V Blank. So basically only for 0, 1, and 2. There's no option for 3,4. Even if we set the value on the code as 3 or 4, how should we set the value in Quality Setting Properties ? Because we need to choose a value other than No Sync for the vSync to work. How the vSync count in Properties and Code related if they accept different value ? May 30 '18 at 22:28
• I've updated my question May 30 '18 at 22:30
• @raisa_ Remember that it's a runtime overall setting, meaning that even if you change scene, the vSyncCount will stay the same as it was in the previous scene, until you change it again via code. May 30 '18 at 22:43