The instances where its been most talked about here are where the developer has fucked up and the game fundamentally fails to hold it's target framerate. If the game holds its target framerate but there are just a couple of instances where it drops below that in hours of footage then it's going to be a non-issue, even for those without VRR.
I somewhat agree and disagree with you at the same time, with an example.
I'm really digging Tormented Souls right now, it's made by a very small team and we shouldn't expect the same kind of optimization effort that an Insomniac or a Coalition would do.
I played through the entire game with Freesync, as I have it on default, so to my eyes it felt like a super smooth go through and through.
But as an experiment I started the game again to replay the opening areas in the first few minutes with Freesync on/off.
Captured off-screen cause native capture won't show it. Apologies for my shitty phone camera.
Video 1 - FS On:
Video 2- FS Off:
The big painting on the right side of the wall is the easiest place to see, in the FS On video it just looks normal, like it should.
In the FS Off video, you can notice a very visible judder, if it's this noticeable on a shitty off-screen, you can probably imagine it's a little more so when you're actually playing.
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My whole point with this rant of a post is that Freesync, the technology, has some very tangible benefits in a lot of use cases and we shouldn't dismiss it. Of course 100% locked native optimization will always be preferred, but that's not possible in all cases to the same extent.