I'm new to these VRR TVs. So if the game doesn't have VRR but the tv has VRR, the game will look smooth because the TV is taking care of the VRR correct? I have an LG CX so I should have VRR for all PS5 games right? But someone without a VRR tv needs the games or consoles to have the VRR setting, is this how this works?
Variable Refresh Rate displays can't do anything unless the VRR feature is enabled at the source.
The PlayStation 5 does not support VRR yet, so the experience is the same whether the display supports VRR or not.
Once the system does support VRR, your display will also need to support it to use the feature.
VRR should be a system-level feature, rather than something that developers have to enable for their game.
At least, that is how it works on PC. G-Sync can even work in games
decades older than the feature itself (graphical APIs permitting).
On the Xbox One I'd call VRR a partial implementation, as it did not work in every game.
From what I've heard, it sounds like that has been remedied with the Xbox Series X/S, and it does work in every game now.
I certainly hope that once Sony enable VRR on the PS5, it will work system-wide rather than requiring developers to support it. But there's been a lot of things on the video output side that I would have expected/hoped from Sony, which did not materialize.
Wait.. so whats going on here. Is this actually running in 4K with the highest setting RT?
This is what happens when you allow the frame rate to be completely unlocked.
That mode runs close to 30 FPS on average, but shoots up to 120 FPS when essentially looking at a wall and barely rendering anything.
This is why it needs a frame rate limiter, or half/quarter-refresh V-Sync. Ideally it would be limited to 30 FPS on a fixed-refresh display, and perhaps something like 42 FPS on a VRR display, allowing it to push up to 40% above that limit.
Wonder if they just threw it in at launch because of complaints despite not being ready. There's no reason the RT modes should run worse on XSX beyond poor optimization.
XSX does have those split memory pools, so it's possible that it's causing issues.
A lot of the performance issues here appear to be related to limited memory bandwidth.
Can't believe all the comments about VRR. Never seen a thread about a game with poor framerate be excused so people can point out a console doesn't have VRR. VRR would help the people that have those TVs capable of it. Locking the framerate would help everyone buying the game.
I haven't seen many excusing it; only saying that a frame rate which is variable between ~80–110 FPS is not an issue for VRR - and is a far better option than being locked to 60.
Of course the game needs to do a better job targeting fixed-refresh displays
first, with the limits raised (but not eliminated) for VRR.
It's a moot point right now anyway, since the PS5 does not support VRR yet.