• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

VRR coming to PS5 via firmware update in Spring 2022

Status
Not open for further replies.

Mr Moose

Member
Last edited:

NeonGhost

uses 'M$' - What year is it? Not 2002.
I don't know if it's been fixed since launch, but at the launch window the campaign's 120hz mode was not engaging VRR, DF mentioned in their analysis as well.
They made a mistake because because people have posted videos showing drops using the frame rate counter on the tv using 120 and vrr
 
It does not change that current LG OLED panels suffer from both issues at this point in time (C9 + XSX + PS5) so not sure what the conspiracy theory against VRR is. Very minor FPS variations around 60 FPS and above will be helped, but they have side effects.
You probably won’t notice these side effects with minor FPS variations around 60 fps. Large variations will be a different situation.
 

ethomaz

Banned
They made a mistake because because people have posted videos showing drops using the frame rate counter on the tv using 120 and vrr
Source?

And no… DF, VGTech and NXGame tested it.

I mean TVs have a info panel that shows VRR working.
 
Last edited:

ethomaz

Banned
Another game without VRR at launch.

Dying Light 2 added VRR support two weeks after the launch… so it is not something that is automatic by OS… devs needs to enable/support it at SDK level.

Maybe the default option at GDK is enabled but devs can disable if they wish… or they have to take some time to test implement it… I don’t know.

But it is definitely not on to all games at system level.

Edit - You guys are trolling, no? VRR doesn’t proper work on Halo Infinite in neither 60Hz or 120Hz mode… it was no fixed… I did research that right now.
 
Last edited:

RydarGaf

Member
Another game without VRR at launch.

Dying Light 2 added VRR support two weeks after the launch… so it is not something that is automatic by OS… devs needs to enable/support it at SDK level.

Maybe the default option at GDK is enabled but devs can disable if they wish… or they have to take some time to test implement it… I don’t know.

But it is definitely not on to all games at system level.

Edit - You guys are trolling, no? VRR doesn’t proper work on Halo Infinite in neither 60Hz or 120Hz mode… it was no fixed… I did research that right now.
VRR is automatic at a system level. It's not something devs are programming into their games.

VRR works even on games like Wolfenstein II: The New Colossus that Came out back in October 2017 before VRR was even enabled on consoles.
 

ethomaz

Banned
VRR is automatic at a system level. It's not something devs are programming into their games.

VRR works even on games like Wolfenstein II: The New Colossus that Came out back in October 2017 before VRR was even enabled on consoles.
There are games without VRR support.
 
Last edited:

DJ12

Member
ALLM is set to 1 in info so it has it but I have no ideia how it works.

VRR thought is Fixed… so no VRR in Beta.

Outside that the Beta asks to update the controller before use.
Allm just sets game or low latency mode. My TV and probably every other recent TV does this anyway, as it remembers I turned it on once for that input and didn't turn it off again.

Seems like a pretty pointless feature.
 

twilo99

Member
depends. how low does the VRR window go? if your console is set to 120hz that is less of an issue but at 60hz it can be one.

if you are running the console at 120hz or if that TV can go below 48hz down to around 40hz, then Elden Ring will literally be transformative.

also Resident Evil 8 in raytracing mode feels basically 100% smooth with VRR even tho the framerate can dip into the low 50s in a bunch of scenes.

I never even thought about looking up the range ... apparently my dell monitor covers 48 to 165 Hz. Do a lot of panels dip below the 48hz mark?
 

twilo99

Member
Sony's lack of VRR support is both baffling and shitty.
Let's be honest, they could of had it but because no Sony TV's had it the didn't want to have the function available without it being possible on their own branded TVs.

I am starting to think that it will be only available on Sony branded TVs ..

For the people that know about these things, is it possible that Sony need to offload some processing to the TV hardware to make VRR work on the PS5?
 

01011001

Banned
I never even thought about looking up the range ... apparently my dell monitor covers 48 to 165 Hz. Do a lot of panels dip below the 48hz mark?

newer ones can go below yes. 48hz was the standard for a long time. my TV only goes to 48hz for example
newer LG models go down to 40hz I think, super high end phones can go all the way down to 1hz actually

if you have your Xbox set to 120hz the system doubles every frame of a 60hz game. which means if your panel is forced to drop to 48hz the game will actually run at 24fps
thanks to this games like Elden Ring are way smoother when the system is set to 120hz, because should it go below 48fps, say down to 45fps, the console will output a 90hz signal and the TV can easily adjust the refresh down to that.
 
Last edited:

AllBizness

Banned
Still no VRR on PS5? They said spring right? I guess that can mean as late as June. In video games industry they consider spring is the same time the rest of us are calling it summer
 

twilo99

Member
if you have your Xbox set to 120hz the system doubles every frame of a 60hz game. which means if your panel is forced to drop to 48hz the game will actually run at 24fps
thanks to this games like Elden Ring are way smoother when the system is set to 120hz, because should it go below 48fps, say down to 45fps, the console will output a 90hz signal and the TV can easily adjust the refresh down to that.

Clever.

And yeah I just looked it up and my iphone can go all the way down to 10hz!

I think VRR is a huge quality of life feature and I hope the PS5 gets is so people can enjoy the tech.
 

01011001

Banned
I think VRR is a huge quality of life feature and I hope the PS5 gets is so people can enjoy the tech.

it can really be a life saver. Elden Ring on SX plays really well thanks to it. I don't think I could play it without it these days. due to my return to PC gaming and the recent standardization of 60fps+ on console I have grown to be extremely intolerant of low framerates and/or stutters.

while you can absolutely tell when the framerate dips into the 40s it is still overall very smooth and not intrusive.

but the main use for VRR was originally meant to stabilize high framerates. because if you had a PC monitor without VRR you would either have to change the refresh for every game, or hope that you can run the game at a flawless half refresh or full refresh... which is harder said than done on PC

Halo Infinite on PC has issues with gsync/freesync so your only chance for a flawless framepacing is to lock it either to your full refresh or half refresh.
I personally have it locked to 72fps due to my monitor being 144hz.
 
Last edited:
I am starting to think that it will be only available on Sony branded TVs ..

For the people that know about these things, is it possible that Sony need to offload some processing to the TV hardware to make VRR work on the PS5?
I think that would be too low, even for Sony. VRR is basically the standard at this point, they even stated it would come to the PS5 sans any caveat.

The TV does the “processing” or synchronization using data from the hdmi signal, which is fed by PS5 video drivers.
 

MrFunSocks

Banned
I think that would be too low, even for Sony.
You would think so, but you would also think that a simple feature like VRR support that was announced before the console launched would have shown up at launch, or at least in the first 12 months of release. Here we are though, still no VRR on the PS5. They've added Bravia-only PS5 features already, why not another one?

 

adamsapple

Or is it just one of Phil's balls in my throat?
I am starting to think that it will be only available on Sony branded TVs ..

For the people that know about these things, is it possible that Sony need to offload some processing to the TV hardware to make VRR work on the PS5?

That would be a really bad PR move if they do that.
 
Another game without VRR at launch.

Dying Light 2 added VRR support two weeks after the launch… so it is not something that is automatic by OS… devs needs to enable/support it at SDK level.

Maybe the default option at GDK is enabled but devs can disable if they wish… or they have to take some time to test implement it… I don’t know.

But it is definitely not on to all games at system level.

Edit - You guys are trolling, no? VRR doesn’t proper work on Halo Infinite in neither 60Hz or 120Hz mode… it was no fixed… I did research that right now.
VRR was enabled on Dying Light 2 from the beginning. The patch just unlocked the framerate. VRR is system level.
 

yamaci17

Member
No, VRR worked and still works to day perfectly for me in Halo Infinite on PC, from day one to this day

1yVutum.jpg
 

SomeGit

Member
Halo Infinite, even on Xbox supports VRR but with a big asterisk, like someone said here it's a system level change. The panel will change its refresh rate, it won't be at static 60 or 120, but even with VRR there is still judder.
John explains it better on the DF campaign video, but VRR isn't disabled in Infinite, there probably an issue with how the game outputs frames in 120fps mode.

Deathloop also had judder issues on PC, even with VRR enabled.
 
Last edited:

Riky

$MSFT
Another game without VRR at launch.

Dying Light 2 added VRR support two weeks after the launch… so it is not something that is automatic by OS… devs needs to enable/support it at SDK level.

Maybe the default option at GDK is enabled but devs can disable if they wish… or they have to take some time to test implement it… I don’t know.

But it is definitely not on to all games at system level.

Edit - You guys are trolling, no? VRR doesn’t proper work on Halo Infinite in neither 60Hz or 120Hz mode… it was no fixed… I did research that right now.

Why tell lies? Dying Light 2 supported VRR from launch, they unlocked the framerate later to give the Series X up to twice the performance.
Also Halo Infinite does support VRR but it breaks it, this can be seen with the VRR counter on an LG.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Another game without VRR at launch.

Dying Light 2 added VRR support two weeks after the launch… so it is not something that is automatic by OS… devs needs to enable/support it at SDK level.

Maybe the default option at GDK is enabled but devs can disable if they wish… or they have to take some time to test implement it… I don’t know.

But it is definitely not on to all games at system level.

Edit - You guys are trolling, no? VRR doesn’t proper work on Halo Infinite in neither 60Hz or 120Hz mode… it was no fixed… I did research that right now.

Mate.

Please stop spreading false information.

DL2 always supported VRR at launch, every game does as it's a system level standard, not a game dependent thing, the developers simply added the option to uncap frame rate from 60 in a later patch.

I was joking in that elden ring DF topic before but you *REALLY* don't seem to know what VRR is and how it works.
 
Last edited:

ethomaz

Banned
Mate.

Please stop spreading false information.

DL2 always supported VRR at launch, every game does as it's a system level standard, not a game dependent thing, the developers simply added the option to uncap frame rate from 60 in a later patch.

I was joking in that elden ring DF topic before but you *REALLY* don't seem to know what VRR is and how it works.
That is not what DF said.
The 60fps inconstant mode in DL2 didn’t have VRR before the patch.

At launch you could play in two ways.

Resolution: 30fps
Performance: 60fps

Both were not locked and you could not use VRR.
 
Last edited:

Zathalus

Member
VRR is system level support, considering it works on titles that came out before VRR was a thing and even on 360 games. Halo Infinite just goes out of its way to break it.

I hope Sony follows on the system level integration and it does not end up being game dependant. It should, because that how it works on all other devices.
 

adamsapple

Or is it just one of Phil's balls in my throat?
That is not what DF said.
The 60fps inconstant mode in DL2 doesn’t have VRR before the patch.


Mate, please just stop already lol. You don't have any understanding of what you're talking about.

They didn't need to mention it before because DL2 didn't drop frames in the 60hz mode before, Techland simply unlocked frame rate via a patch if the game detects a VRR display.

At launch you could play in two ways.

Resolution: 30fps
Performance: 60fps

Both were not locked and you could not use VRR.

Yeah genius, VRR doesn't unlock the frame rate cap, that has to be done by the developer. That doesn't mean VRR, which is A SYSTEM LEVEL FEATURE, stops working :messenger_tears_of_joy:
 
Last edited:

Zathalus

Member
That is not what DF said.
The 60fps inconstant mode in DL2 doesn’t have VRR before the patch.
Supporting VRR at a maximum frame rate cap at 60 is different from supporting unlocking the cap to 120 when detecting a VRR display. The first option is system level integration, the second requires the developer to specifically support it. The only three I think support the latter is Dying Light 2, Microsoft Flight Simulator, and A Plague Tale: Innocence.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Supporting VRR at a maximum frame rate cap at 60 is different from supporting unlocking the cap to 120 when detecting a VRR display. The first option is system level integration, the second requires the developer to specifically support it. The only three I think support the latter is Dying Light 2, Microsoft Flight Simulator, and A Plague Tale: Innocence.

Plague Tale is different, that game runs at 120hz if it detects the system is set to 120hz, that has nothing to do with VRR.

But what to make of the 120Hz support in the game on Xbox machines? There is the sense that perhaps it is unintentional and may well be an oversight or even a bug - it has not been marketed at all, but the fact is it's a boon for Xbox console owners. Boot the game with 120Hz set on the dashboard and frame-rate is unlocked on both Series S and Series X. On a standard 120Hz screen, it presents like a PC game with v-sync turned off with the renderer running flat-out, in essence becoming a benchmark of sorts. Unfortunately, this does mean that screen-tearing is ever-present, which can be off-putting. However, if you have a variable refresh rate (VRR) display, the tearing is gone and the presentation is so much improved as a result. VRR is a must for using this mode.



-


Flight Sim and DL2 are different cases where they patched it in that if the game detects you're on a VRR display, it simply unlcoks the frame rate.
 

ethomaz

Banned
Mate, please just stop already lol. You don't have any understanding of what you're talking about.

They didn't need to mention it before because DL2 didn't drop frames in the 60hz mode before, Techland simply unlocked frame rate via a patch if the game detects a VRR display.
The games drops occasionally to 50ish fps on Series X.
So why VRR is not kicking?

Or why it is not working on 30fps modes? LG OLEDs works with sub 20Hz for VRR.
 
Last edited:

Riky

$MSFT
my reply was to,

"t's the same on PC as I've got that version as well and Freesync doesn't work."

the game is smooh as butter with VRR on PC, i've played at least 100 hrs. no judders, no tears

It doesn't work on mine, screen tearing and judder on my PC with an LG TV, Freesync is active but doesn't seem to do anything.
 
Sony's lack of VRR support is both baffling and shitty.
Let's be honest, they could of had it but because no Sony TV's had it the didn't want to have the function available without it being possible on their own branded TVs.

They claim that they didn't want owners of their TVs having an inferior experience to owners of other TVs so delayed VRR on the PS5 until it has been added via firmware updates to their TV range. 15 months later and we are still waiting...

To that I say, what about owners of the PS5 who currently are 'enjoying' an inferior experience to Xbox Series X|S owners?
 
Last edited:

adamsapple

Or is it just one of Phil's balls in my throat?
The games drops occasionally to 50ish fps on Series X.
So why VRR is not kicking?

What do you mean "VRR isn't working", VRR isnt a toggle that needs to be checked on or off. If you have a display capable of it, it just works.

:messenger_tears_of_joy:

The game already ran at 99+ % locked and has a higher average performance than PS5 anyway. Just because DF didn't especially go out of their way to write that VRR is there it doesn't mean VRR isn't working.

Friend, I mean this with all due respect, you have no idea what you're talking about here, you're just coming off as foolish now, please just stop :messenger_tears_of_joy:
 
Last edited:

ethomaz

Banned
What do you mean "VRR isn't working", VRR isnt a toggle that needs to be checked on or off. If you have a display capable of it, it just works.

:messenger_tears_of_joy:


The game already ran at 99+ % locked and has a higher average performance than PS5 anyway. Just because DF didn't especially go out of their way to write that VRR is there it doesn't mean VRR isn't working.



See? The game drops.
More in 30fps mode than 60fps.
VRR doesn’t work before the patch.
 
VRR is system level support, considering it works on titles that came out before VRR was a thing and even on 360 games. Halo Infinite just goes out of its way to break it.

I hope Sony follows on the system level integration and it does not end up being game dependant. It should, because that how it works on all other devices.

VRR should be enabled on a system level as that is how it basically works on the Xbox Series X|S and on my PC, where you enable it and then it is applied to every game you play. I have yet to see any stuttering or screen tearing on my Xbox Series X in titles that have those issues on PS5, e.g. The Smurfs: Mission Vileaf (absolutely hideous to play on the PS5 due to judder but perfectly smooth on Xbox Series X), Far Cry 6, Assassin's Creed@ Valhalla (both have screen tearing on PS5 but none on Xbox), etc. Halo: Infinite also seemed to run smoothly as well and I never noticed any stuttering in that game so VRR must be working in some kind of fashion as that game is certainly not locked at 60 fps even on the Series X.
 
Status
Not open for further replies.
Top Bottom