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PS5 and PS4 System Software Updates release globally today. VRR update coming soon.

Loxus

Member
Yes, someone please tell @Three this. He seems to think VRR only works with games that have VSync disabled.

Which is not true at all.





The BC program team did not patch in VRR to every single 360, XBO game that runs at 60hz sigh.

Do you also think Valve patched in VRR support to every single one of the thousands and thousands of games on Steam ?

GOG patched in support for them in their storefront ?

Epic patched in support for thousands of games on EGS ?

No, that's absurd.
How do you know that's the cast and they patched them without saying anything?

Also the games already support freesync, which is different from HDMI VRR.
 

Riky

$MSFT
Not trolling, just pointing out that GT7 is a great use case for VRR, it would simply clean up all the frame rate drops. Same for Forza, I guess (can't remember VGTech doing a video, though).

FH5 was better, DF found 1 dropped frame when you jump in a puddle. It's basically totally locked.
 

JohnnyFootball

GerAlt-Right. Ciriously.
Those of you with XSX, who use VRR and have an LG OLED, do you see any black crush issues, flickering, etc?

(I have an XSX, but I ain't about to tote it upstairs to slap it on the ol' C9)
No issues whatsoever. If they do exist my enjoyment hasn’t been affected in the slightest. The only game I can think of with black crush issues was mass effect 2.
 

Arioco

Member
I can't believe that implementing VRR can be causing a hardware corporation like SONY so much trouble. MS supported this feature from day one. And even my Samsung TV from 2018 supports it. SONY, you're late to the party.
 

ethomaz

Banned
Not trolling, just pointing out that GT7 is a great use case for VRR, it would simply clean up all the frame rate drops. Same for Forza, I guess (can't remember VGTech doing a video, though).
GT7 is a perfect example of not need VRR.
You don’t need to clear framerate drops that doesn’t affect the presentation.
 
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adamsapple

Or is it just one of Phil's balls in my throat?
How do you know that's the cast and they patched them without saying anything?

Also the games already support freesync, which is different from HDMI VRR.


ryan-reynolds-face-palm.gif



You're seriously saying Epic, GoG, Steam or even the crack groups that release games, have been shadow updating tens of thousands of games from decades ago before VRR was even invented, to get compatibility.

Just take a second and think about what you're saying.


This forum has a bad habit of reading things assuming intent. The users are reading your posts assuming your intent is "bad Sony" so they are responding to your posts in that way. Its very hard to have an actual discussion with most because of how everyone responds so aggressively. The worst part is mods will see how users respond to you and will assume you are the problem even though you were immediately attacked just for pointing something out.

Assuming intent is putting it mildly lol.
 
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ethomaz

Banned
Don’t worry, people here will be spooging all over VRR when they see how it improves Elden Ring. It'll sell a lot of VRR TVs here.
Elden Ring is a case that VRR helps.

But you wonder if the game should be released at that framerate at all but it is From… not the first neither the last time they don’t give a crap about framerates.
 

ethomaz

Banned
Any honest person who is playing GT7 knows that what you say is not true.

I've been playing for 7 days and every time I play rainy or night races and few cars come together the framerate is far from solid 60fps. Not to mention the replays.

GT7 is the kind of game that will benefit from VRR and I'm sure there will even be a specific mode created. Maybe even a 120fps mode.
What I said is true.
I’m playing the game.

C’mon… stop with the lies.
 

chaseroni

Member
Thank fuck I didn’t listen to anyone here when they told me to buy the PS5 disc version of Elden ring.

I can enjoy the 60fps ps4 pro version and swap to this in a few months when it’s ready.

Finally VRR on both big systems. Been impressed with VRR since having the X1X Scorpio.
 

LiquidMetal14

hide your water-based mammals
That's what always made me laugh. As someone who's had a Series S, PS5, and a 3090 powered PC, I have been on the front lines or this advancement yet seeing so many people passionate about it as if it's the end all be all while most not eveb having a display to do so were just speaking out of turn and looked foolish.

I'm glad it's there but as long as games are well optimized this should not be an issue.

I welcome the addition.
 

FrankWza

Member
That's because it turns a stuttery mess of a game into a silky smooth experience. It's kind of a big deal.
I have yet to experience a stuttery mess of a game on PS5. I am looking forward to occasional dips being smoothed out though. Also, resolution bumps now that devs will have a crutch to help out. Thankfully the PS5 is an ideal system for VRR since most games are already near their target.
And as an added bonus, the PS5 version of Elden Ring will jump the BC version into the #1 spot to play the game since it’s mostly in the mid 50s already.
 

Shmunter

Member
ryan-reynolds-face-palm.gif



You're seriously saying Epic, GoG, Steam or even the crack groups that release games, have been shadow updating tens of thousands of games from decades ago before VRR was even invented, to get compatibility.

Just take a second and think about what you're saying.




Assuming intent is putting it mildly lol.
Pc games call api’s, and all that stuff is abstracted - that’s why you can hook up tools like afterburner to measure framerates etc. Update drivers and get different results, etc.

Console games pull in all the libraries when they are compiled and become standalone binaries. At least that’s how it’s traditionally been on consoles, there may be more of a hybrid approach these days, no idea. Suffice it to say, no pc never needed game updates for VRR - console different proposition.
 
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DJ12

Member
VRR is not working on game by game basis and doesn't need a patch to work.This blog is a bs!I have 150 games in my PC library and VRR is working on all of them without problem.Even very old pc games are supported.I am talking about games with release dates before G-sync was released(2014).
Full disclosure, this is all I read.

Very trolly, as it's not actually true or what was show in the OP.
Sony is just being Sony!
Offering more options to the end user, what utter bastards
If you think my post is full of lies or i am writing bs then you don't know what VRR is.I am not a hater, i have a PS5 and i love it,a gaming pc and 2 vrr screens(asus g sync monitor,LG C1).But i cannot read in a Post from a such big company that vrr eliminates framepacing issues.Vrr eliminates tearing YES that's true but not framepacing issues.Also games don't need to be patched to support it natively It is supported on a hardware level.Pesonally i don't think VRR will greatly improve my gaming experience on PS5 because most games don't have fps problems except Elden ring and maybe one or two titles also but it will be a nice addition to the console!
I haven't used VRR or (free/g)sync, but now you've clarified I do actually agree with you. I fear some games will ship with shockingly bad framerates, run at a higher resolution and use VRR as some kind of crutch from the point the firmware is released.

I hope Sony actually still mandate a reasonably stable framerate is required somewhere in their dev agreements, at least until more than 50% of gamers have a VRR capable TV/Monitor.
 
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This is way beyond my tech knowledge so its an honest question.

Doesnt a game need unlocked frame rates to take advantage of VRR and most PS games have a locked frame rate?
Technically all games have an unlocked frame-rate whether capped at 30fps, 40fps, 60fps or 120fps. They all target the capped (max) framerate. Theoretically all games could benefit from VRR each times they have framerate drops (under that limit).

Well the drops must not be too big, of course. Usually depending of the TV under 30fps VRR is not working so that means the drops with big frame-time spikes (like the I/O stutters) are not hidden by VRR.
 
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ethomaz

Banned
You clearly don't know what VRR does and why it's so important.
Maybe a few months from know, with this update, you will start to understand.
Or you can just wait the firmware with VRR pop up then fire GT7 and see no difference lol

There are games and games.

From the late releases… VRR helps Elden Ring but not GT7 and new GTAV for example… the reason is that there is nothing to help at all… the games are 99.8x% running at 60fps and the little drops that happens are not sequential… it is a single frame in 20-30ms.
 
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I have yet to experience a stuttery mess of a game on PS5. I am looking forward to occasional dips being smoothed out though. Also, resolution bumps now that devs will have a crutch to help out. Thankfully the PS5 is an ideal system for VRR since most games are already near their target.
And as an added bonus, the PS5 version of Elden Ring will jump the BC version into the #1 spot to play the game since it’s mostly in the mid 50s already.
It already is the #1 place to play.
 

FrankWza

Member
I haven't used VRR or (free/g)sync, but now you've clarified I do actually agree with you. I fear all games will have shockingly bad framerates, run at a higher resolution and use VRR as some kind of crutch from the point the firmware is released.

I hope Sony actually still mandate a reasonably stable framerate is required somewhere in their dev agreements, at least until more than 50% of gamers have a VRR capable TV/Monitor.
Just said this. At least on the already released games like Elden Ring the game will have higher resolution AND the benefits of VRR to smooth out the dips. I doubt devs will go back and bump up the resolutions on the better performing games that released though.
 
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omegasc

Member
What I said is true.
I’m playing the game.

C’mon… stop with the lies.
He's not lying, but even though there are drops, they happen at specific cases and for such a short time that it is not bothering me at all. Too busy trying to pass them all with minimum upgrades to the car!
That said, VRR would make the game even smoother, and I am all for it.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Pc games call api’s, and all that stuff is abstracted - that’s why you can hook up tools like afterburner to measure framerates etc. Update drivers and get different results, etc.

Console games pull in all the libraries when they are compiled and become standalone binaries. At least that’s how it’s traditionally been on consoles, there may be more of a hybrid approach these days, no idea. Suffice it to say, no pc never needed game updates for VRR - console different proposition.

You are partially right about PC games not needing and update.

As for consoles, even Sony say this:

As an added option, you can also choose to apply VRR to PS5 games that don’t support it. This feature may improve video quality for some games.

There really is no foot, ground, stand or *insert metaphor here* for any disagreement here.
 

Loxus

Member
ryan-reynolds-face-palm.gif



You're seriously saying Epic, GoG, Steam or even the crack groups that release games, have been shadow updating tens of thousands of games for decades ago before VRR was even invented, to get compatibility.

Just take a second and think about what you're saying.




Assuming intent is putting it mildly lol.
You clearly don't understand HDMI 2.1 VRR is not the same as Freesync or G-sync.

Those games already had freesync from day one. You assume HDMI 2.1 VRR works the same way as freesync, which isn't the case based on what Sony is saying.

Xbox also supports freesync.



Types of adaptive synchronization tech:
-VRR = HDMI Forum standard for HDMI 2.1 but can be added to 2.0 devices
-FreeSync over HDMI = proprietary AMD software solution for HDMI (supported monitors/TVs only)
-Adaptive Sync = VESA standard for DisplayPort 1.2a-2.0
-G-sync = proprietary nVidia hardware solution for DP (supported monitors only)

Types of certification:
-nVidia G-sync = G-sync (DP)
-nVidia G-sync Compatible = VRR and/or Adaptive Sync (DP)
-AMD FreeSync = FreeSync over HDMI and/or Adaptive Sync (DP)

GPU support:
-nVidia: Adaptive Sync (DP), G-sync (DP), HDMI 2.1 VRR
-AMD: FreeSync over HDMI, Adaptive Sync (DP), HDMI 2.1 VRR
-Xbox One/Series: HDMI 2.1 VRR, FreeSync over HDMI
-PS5: HDMI 2.1 VRR
 

Darsxx82

Member
What I said is true.
I’m playing the game.

C’mon… stop with the lies.
LOL

The only one who lies here is you and you are the one who must stop.

GT7 is far from a solid 60fps game by the time you start a rain or night race and put together a couple of cars. Especially the replays leave something to be desired.

That is to say, VRR would be the best tool to improve the presentation in these conditions and also opens the door to include new modes that are appreciated in driving games (120hz).

Not seeing that I can only understand in one more example of the blindness generated by your fanaticism towards GT that I have already been able to observe in the corresponding threads.
 
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winjer

Gold Member
Or you can just wait the firmware with VRR pop up then fire GT7 and see no difference lol

Your level of ignorance on the matter is stunning.
This is a feature that is not just for one game. It works on everything.

Remember when Ratchet and Clank added a 40 fps mode? And that reduced latency significantly, improving gameplay.
Now consider that most games lock at 30 or 60 fps, but have a margin that enables them to go to 40-50 fps most of the time. This margin is kept to make sure there are few drops bellow the desired frame rate.
But with VRR we can just remove these frame caps, have higher frame rates, lower input latency and also maintaining a smooth experience with no screen-tearing. And whenever there is a drop in frame rate, we can barely notice it because VRR maintains everything so smooth.
On GT7 we'll probably be able to run the game at 60-80 fps with VRR, with better latency and smoother gameplay.
And even on races where frame rates drop bellow 60 fps, you won't be able to notice it. Because VRR keeps everything consistent.

I know it's hard for someone that never used VRR, to understand how important this is, but you can believe this is a very important feature. Something that all gamers should have.
 
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adamsapple

Or is it just one of Phil's balls in my throat?
You clearly don't understand HDMI 2.1 VRR is not the same as Freesync or G-sync.

Those games already had freesync from day one. You assume HDMI 2.1 VRR works the same way as freesync, which isn't the case based on what Sony is saying.

Xbox also supports freesync.

I can't even with you any more my friend. Now you're saying literally every game in existence has had shadow updates to support AMD Freesync and NVIdia GSync, when they are just display standards, not game compatibility layers.

Here, hopefully reading something directly from the Sony PR may appease you

As an added option, you can also choose to apply VRR to PS5 games that don’t support it. This feature may improve video quality for some games.


According to Sony themselves, you can enable and get improved video quality for games that don't quote unquote support it in their words as well.

I'm not going to quote you anymore friend, it's a pointless endeavor.
 
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ethomaz

Banned
LOL

The only one who lies here is you and you are the one who must stop.

GT7 is far from a solid 60fps game by the time you start a rain or night race and put together a couple of cars. Especially the replays leave something to be desired.

That is to say, VRR would be the best tool to improve the presentation game conditions at that time and also opens the door to include new modes that are appreciated in driving games (120hz).

Not seeing that I can only understand in one more example of the blindness generated by your fanaticism towards GT that I have already been able to observe in the corresponding threads.
First.

To get these very occasional framerate drops… you need to set the race to grid start to make all cars be closer to your screen… in rolling start won’t happen.

Plus you need special conditions (rain, dust, etc) and you indeed need to have almost all cars in your screen… something that doesn’t happen except at the start in a grid view.

And not I’m not lying to you.

GT7 doesn’t need VRR at all.
 
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Shmunter

Member
You are partially right about PC games not needing and update.

As for consoles, even Sony say this:



There really is no foot, ground, stand or *insert metaphor here* for any disagreement here.
It really is a mystery here how Sony has achieved this. But it’s great news.
 

ethomaz

Banned
Your level of ignorance on the matter is stunning.
This is a feature that is not just for one game. It works on everything.

Remember when Ratchet and Clank added a 40 fps mode? And that reduced latency significantly, improving gameplay.
Now consider that most games lock at 30 or 60 fps, but have a margin that enables them to go to 40-50 fps most of the time. This margin is kept to make sure there are few drops bellow the desired frame rate.
But with VRR we can just remove these frame caps, have higher frame rates, lower input latency and also maintaining a smooth experience with no screen-tearing. And whenever there is a drop in frame rate, we can barely notice it because VRR maintains everything so smooth.
On GT7 we'll probably be able to run the game at 60-80 fps with VRR, with better latency and smoother gameplay.
And even on races where frame rates drop bellow 60 fps, you won't be able to notice it. Because VRR keeps everything consistent.

I know it's hard for someone that never used VRR, to understand how important this is, but you can believe this is a very important feature. Something that all gamers should have.
That fine I even give examples of games that VRR helps.

But you are quoting a reply specifically to GT7 (that doesn’t need or take advantage of VRR).
That maybe enters in the ignorance level too.
 
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DJ12

Member
Not trolling, just pointing out that GT7 is a great use case for VRR, it would simply clean up all the frame rate drops. Same for Forza, I guess (can't remember VGTech doing a video, though).
Not trolling, but just pointing out that a game that is virtually locked 60fps at all times outside of deliberately created stress tests having frame drops.

Come on, Bernd, your troll attempts used to be better than this thinly veiled drivel.
 

winjer

Gold Member
That fine I even give examples of games that VRR helps.

But you are quoting a reply specifically to GT7.
That maybe enters in the ignorance level too.

Unlocking frame rates and being able to maintain a smooth gameplay experience, helps on all games.
Devs no longer will have to worry so much about keeping a constant frame rate. The game will always feel smooth.

Seriously, once you experience VRR on your games, you will understand how amazingly good it is.
And it will be also very good on GT7. Have no doubt about it.
 

adamsapple

Or is it just one of Phil's balls in my throat?
It really is a mystery here how Sony has achieved this. But it’s great news.

It's been great news since PCs added it in the mid 2010s and Xbox started late 2010s.

PS5 gamers are welcome to the party now (in a few months) too !

Good news all around.
 

ethomaz

Banned
Unlocking frame rates and being able to maintain a smooth gameplay experience, helps on all games.
Devs no longer will have to worry so much about keeping a constant frame rate. The game will always feel smooth.

Seriously, once you experience VRR on your games, you will understand how amazingly good it is.
And it will be also very good on GT7. Have no doubt about it.
What that has to do with what you quoted?

And no GT7 doesn’t need VRR at all… GTAV PS5 neither.
 
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Not trolling, but just pointing out that a game that is virtually locked 60fps at all times outside of deliberately created stress tests having frame drops.

Come on, Bernd, your troll attempts used to be better than this thinly veiled drivel.
I mean, you can argue that VRR is entirely useless with GT7, but you'd be wrong. Does it desperately need VRR? No, it's not an Elden Ring type of situation. Would it be better with VRR? Definitely.
 
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