Sounds like the game is in a really bad state for launch.
Hopefully they will be addressing these issues with updates.
It's particularly frustrating when they decided not to release this version of the game on PC too, since these issues are trivially worked around there.
this isn't a great port. Game played much better on my vega 64 + 2700x.
They focused on the wrong upgrades obviously
I've said it before, but the way this game is running - even back when all they did was list the options it would have, several months ago - suggests that these consoles are quite bandwidth-starved compared to what we're used to with PC GPUs of an otherwise similar performance level.
Same thing for RT performance. It will be interesting to see actual benchmarks once the RX 6000 cards are out, but I suspect RT performance on RDNA2 is quite a bit lower than NVIDIA's hardware - which would not be helped by the limited bandwidth.
Won't matter too much if you have VRR.
I mean it will affect RG and exceed timing a bit yeah, but its not the end of the world.
High FPS will be absolutely vital to preserving clean image smoothness on turbo mode. When I look at 60hz captures I make of turbo it looks really bad..
edit there's no VRR? What, why?
You don't want a game jumping around from 30 FPS to 120 FPS, spending most of its time at the lower end, even with VRR.
Something like 80–110 FPS in the performance mode would be absolutely fine though.
This right here is a case study as to why VRR is important and I really hope the PS5 gets it patched in soon.
Psychotron
I would argue that it's also going to be an example of why enabling VRR alone is not enough - which I assume will be covered in an Xbox follow-up video, if there is one.
VRR is amazing, but it's not
magic. You still notice big frame rate drops; it only hides smaller fluctuations.
VRR should be combined with a frame rate limit most of the time. You let it fluctuate a bit, but not wildly.
The other thing to be considered is that you don't need to limit games to 30 or 60 with VRR now.
Rather than limiting cutscenes to 30 FPS, as suggested in the video, you could limit them to 40 FPS with VRR and let them run at 30–40 FPS rather than 30–60 FPS.
Of course when VRR is not available, games should still be targeting 30 FPS or 60 FPS.
You target 30/60/120 with the design, and allow it to breathe by lifting the restriction when VRR is enabled.
But you don't let a 30 FPS game jump up to 120 FPS when you're looking at a wall. You allow it to push to, say, 40% above the target frame rate at most.
VRR doesn't require HDMI 2.1
It needs to support it specifically, but a fair number out there will. It's often under the FreeSync name, but G-Sync is another brand-name for the feature.
overthewaves
FreeSync-over-HDMI and HDMI-VRR are two separate technologies. They are not compatible with one another.
If your display supports FreeSync, but not HDMI-VRR, don't expect it to work with a PlayStation 5.
I had to make another update to the chart since Sony are not launching with VRR support:
- If the game detects your display supports 120Hz, it will ONLY output in the resolutions that the 120Hz mode supports. For example, if you have a 4K TV that does 120Hz in 1080p, you'll never be able to run the game at 4K, only 1080p.
If I'm reading this right, DMC is going to force 120Hz if my TV supports it? I can't opt for the 60fps mode? What?
It should be noted that a 120Hz output is ideal for VRR operation. You want it running at 120Hz even if the game is only running at 30 or 60 (or anywhere between them).
But older TVs were only able to support 120Hz at lower resolutions such as 1440p or 1080p; often without VRR support - so you don't want the game locking things to 120Hz automatically.
Since the PS5 cannot output a 1440p signal, a TV which supports both 4K60 and 1440p120 would currently be locked to 1080p120, since there's no 60Hz option.
It sounds like this is a combination of errors, like the way Sony is handling video outputs, and the limited options provided by the game itself.
Wow. Too many modes, this is so confusing.
It's not that there are too many options, it's that the options they have are very poorly considered/implemented.
Can someone explain the utility of VRR again like I'm 5?
ShadowKingpin
Reposting my response to someone asking why games typically have to run at only 30 or 60 FPS, and how VRR changes that, from a few days ago:
Displays have typically updated at a fixed 60Hz refresh rate.
That means they
have to be receive a new image every 1/60th of a second. If the system does not have a new frame ready by then, it must repeat the last.
- If the game renders at 60 FPS, you have a new frame every single update - which should look very smooth.
- If the game renders at 45 FPS, you have a new frame at an uneven 1:2 rate - which appears to stutter badly.
- If the game renders at 30 FPS, you have a new frame every two updates - which should look stutter-free again; but is less smooth than 60.
30 FPS at 60Hz has another potential issue though: frame pacing.
While 30 FPS should ideally be updating every two refreshes, the reality is that those 30 frames may be clustered together or have longer gaps between them. There's a lot of ways that 30 frames can fit into 60 updates.
When they are displayed at an uneven pace, the game also appears to be stuttering because a new frame cannot be displayed until the next refresh is ready - even if it still completes 30 total frames in one second. Frame-pacing issues arguably end up looking more like the next divisor of the refresh rate down: 20 FPS than 30 FPS.
This is where Variable Refresh Rate displays (VRR) come in.
Instead of the game having to run fast enough to sync up exactly to a divisor of the refresh rate (30 FPS or 60 FPS), VRR flips that around.
VRR synchronizes the display's refresh rate to the game's frame rate. It updates the display when the frame is ready.
So if the game is running at 45 FPS, the display is effectively updating at 45Hz - which is perfectly smooth, rather than being displayed at an uneven 1:2 cadence.
If the timing of a frame is slightly off, it's not delayed until the next refresh cycle - it's displayed as soon as it's ready.
This allows the frame rate to be variable without noticeably stuttering - so games which don't perfectly hit their 30/60 FPS target tend to look a lot smoother. It can't fix all causes of stutter, or very sudden and highly variable frame rate changes, but it generally makes games look a lot smoother.
VRR also reduces latency - sometimes considerably.
Because the display updates when the frame is ready, you don't have to queue up (buffer) several frames in advance to ensure that you never miss a refresh, and are never displaying a partially-rendered frame.
Being able to eliminate some of those buffers means there's less of a delay between when a frame was rendered, and when it is displayed.