Also he mentions being excited about trying this out on a VRR display. Can someone explain what that does better.
Variable refresh rate (VRR) dynamically alters the display's refresh rate to the actual framerate of content, and this prevents things like screen tearing from happening and tends to maintain the highest possible level of input response by doing so, since the visual data being fed to you is 100% what the system is capable of doing.
Generally speaking, and I do believe this applies to the Xbox line of consoles, VRR bottoms out at 48Hz which means it can only operate from 48Hz+, which means content must be above 48Hz for it to work.
What this means is that games with fluctuating and unstable framerates from 48fps as high as the display can go (in the case of Xbox Series X, it supports up to 120Hz) will just look smooth and consistent and the input response will be true to whatever the framerate is, rather than feeling like it's trying it's best to adapt the a locked 60Hz like most displays are locked at. You won't experience jutter/framepacing as noticeably and you won't see screen tearing as long as the content you're playing stays within the VRR bounds (again, traditionally 48Hz to whatever the maximum refresh rate of the display is).
It has almost no purpose for video content but it is AMAZING for gaming.
EDIT: If you've paid attention to PC gaming at all in the last 5-6 years, variable refresh rate is technologies like G-Sync and FreeSync. There's also an open source version that's circulating but I forget what it's called, and I believe it's the version that consoles and a lot of VRR-supporting TVs utilize.