Strange.
VSync itself is supposed to eliminate horizontal tearing by capping the frame rate to the refresh rate of the screen.
Regardless, in a base computer setup with no third-party programs interfering, you should be able to force VSync on/off from within the NVidia control panel.
(This being said, I have noticed that the Unity engine sometimes interferes with VSync, forcing it on via software rendering if it is forced off via hardware rendering.)
I would suggest setting this to "adaptive" VSync instead of disabling it.
(NVidia adaptive VSync uncaps the frame rate when it drops below the cap, and caps the frame rate when it jumps above the cap.)
As per the official NVidia instructions:

(Right-click and select "open image in new tab" to view the full image if you are using Google Chrome.)
In the event that this tearing continues, a third-party program may be interfering with the VSync lock.
An alternative method to reduce image tearing is to run the game in windowed mode below fullscreen resolution.
This will usually lock the game to a maximum frame rate equal to that of the screen refresh rate at all times.
If the issue still persists after this, I would surmise that the issue is not horizontal tearing caused by frame rate spikes, and is instead display artifacts generated by frame rate drops.
In that case, closing all programs (except RimWorld and Steam if applicable) may help reduce the generation of these artifacts.
Since RimWorld is CPU-intensive, and the Unity engine does not seem to handle multi-threading all that well in most cases, it is likely impossible to eliminate these artifacts entirely, especially with large-scale colonies.
It should be noted that the frame rate will always drop when many or all colonists are asleep.
(A quirk of the simulation "speeding up" when there is very little to calculate. Not really how it works, or why this happens, but this is a complicated subject, so let's just go with that grossly over-simplified explanation.)
VSync itself is supposed to eliminate horizontal tearing by capping the frame rate to the refresh rate of the screen.
Regardless, in a base computer setup with no third-party programs interfering, you should be able to force VSync on/off from within the NVidia control panel.
(This being said, I have noticed that the Unity engine sometimes interferes with VSync, forcing it on via software rendering if it is forced off via hardware rendering.)
I would suggest setting this to "adaptive" VSync instead of disabling it.
(NVidia adaptive VSync uncaps the frame rate when it drops below the cap, and caps the frame rate when it jumps above the cap.)
As per the official NVidia instructions:

(Right-click and select "open image in new tab" to view the full image if you are using Google Chrome.)
In the event that this tearing continues, a third-party program may be interfering with the VSync lock.
An alternative method to reduce image tearing is to run the game in windowed mode below fullscreen resolution.
This will usually lock the game to a maximum frame rate equal to that of the screen refresh rate at all times.
If the issue still persists after this, I would surmise that the issue is not horizontal tearing caused by frame rate spikes, and is instead display artifacts generated by frame rate drops.
In that case, closing all programs (except RimWorld and Steam if applicable) may help reduce the generation of these artifacts.
Since RimWorld is CPU-intensive, and the Unity engine does not seem to handle multi-threading all that well in most cases, it is likely impossible to eliminate these artifacts entirely, especially with large-scale colonies.
It should be noted that the frame rate will always drop when many or all colonists are asleep.
(A quirk of the simulation "speeding up" when there is very little to calculate. Not really how it works, or why this happens, but this is a complicated subject, so let's just go with that grossly over-simplified explanation.)