• 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 support rolling out this week for PS5

GymWolf

Member
I've always liked fast paced games so I got hooked on this game, it reminds me of shmups.I wanted to go further faster etc...
I usually hate bullet hell games, probably never even played one...but i like tps and weird monster stuff and roguelite so i had to buy the damn thing.
 
Last edited:

RydarGaf

Member
PNeOvSU.png



notice that the framerate is dipping below 60 into the 50s at certain times. Normally this TV would double the refresh rate of anything below 60, but now it's an exact refresh 1 to 1 framerate count of how the game is running. There isn't LFC on PS5. It's just hardware 48hz to 120hz
 

RydarGaf

Member
it's not

a VRR'ed 30 FPS with disabled VSYNC is greatly better in terms of input lag and snappiness

vsync feels enormously laggy compared to vrr'ed 30 fps

30 fps + 120 hz 1/4 vsync

WqKwrG8.png


30 fps + 120 hz + vrr

M0yAGxw.png


of course, numbers may be meaningless for you. you have to see and FEEL yourself to understand how big of an impact this has.
You are playing this on the pc......🙄
 

01011001

Banned
PNeOvSU.png



notice that the framerate is dipping below 60 into the 50s at certain times. Normally this TV would double the refresh rate of anything below 60, but now it's an exact refresh 1 to 1 framerate count of how the game is running. There isn't LFC on PS5. It's just hardware 48hz to 120hz


in fidelity mode I have the same issue you have there (which leads to massive stutters) BUT only with a certain cable. when I used the Series X's cable connected to HDMI1 on my Samsung Q70 2019 it displayed the expected refresh rate of an unstable 100hz with fluctuations to ~80hz and ~120hz

so my suggestion is try different ports and cable combinations. I have posted about this on the last page, but the VRR handshaking of the PS5 seems to be severely problematic, at least with certain TVs
 
Last edited:

mitchman

Gold Member
in fidelity mode I have the same issue you have there (which leads to massive stutters) BUT only with a certain cable. when I used the Series X's cable connected to HDMI1 on my Samsung Q70 2019 it displayed the expected refresh rate of an unstable 100hz with fluctuations to ~80hz and ~120hz

so my suggestion is try different ports and cable combinations. I have posted about this on the last page, but the VRR handshaking of the PS5 seems to be severely problematic, at least with certain TVs
It's likely that the real issue is people forget to enable UHD Deep Color on all HDMI inputs, so some has it and some don't. Or they use a TV with limited number of HDMI 2.1 inputs, so they use a HDMI 2.0 input instead (a problem on all TVs except LG and Samsung TVs which generally offers HDMI 2.1 on all inputs).
 

Hezekiah

Banned
No that's correct for the Q70r. Port 1 only for some reason unfortunately. I'm getting rid of mine for a c1 in the next couple of weeks anyway. I was going to keep it around for other purposes but I'd rather just buy more OLEDs.
Why not a QD-OLED?
 

01011001

Banned
It's likely that the real issue is people forget to enable UHD Deep Color on all HDMI inputs, so some has it and some don't. Or they use a TV with limited number of HDMI 2.1 inputs, so they use a HDMI 2.0 input instead (a problem on all TVs except LG and Samsung TVs which generally offers HDMI 2.1 on all inputs).

no, like I said some issues are definitely with the PS5 in combination with certain TVs, HDMI ports and Cables.

on my TV the Series X works flawlessly on every HDMI port with every compatible cable.
the PS5 only works with certain cable + port combinations and the only flawlessly working combination I currently found is using the cable that came with the Series X connected to HDMI1

when I use the cable I always used with the PS5 I have stutters when low Framerate Compensation is needed.

it is very weird and not only an issue with TV/HDMI specs, there's something else going on. many have reported similar issues on twitter and here
 
Last edited:

Fafalada

Fafracer forever
it's not
a VRR'ed 30 FPS with disabled VSYNC is greatly better in terms of input lag and snappiness
vsync feels enormously laggy compared to vrr'ed 30 fps
On console there's no need to use VRR to improve 30fps VSync latency(Of course - comparing locked-2-locked). This is one of those things that's a really PC specific problem.
 

TonyK

Member
Edit: forget my post. It just appeared.

I restarted my PS5 and the VRR option still doesn't appear. I have a LG CX. I'm from Spain, is a worldwide update or only for a few countries? If it has been worldwide, any idea about how to make the VRR option appears?
 
Last edited:

yamaci17

Member
On console there's no need to use VRR to improve 30fps VSync latency(Of course - comparing locked-2-locked). This is one of those things that's a really PC specific problem.
it is a problem. its not a pc specific problem. just because console folks are accustomed to laggy gameplay (sorry but it is true), it does not mean its not there

i've used a ps4 for a year. all 30 fps games were horribly vsync'ed and had horrible input lag. games i've experienced with heavy input lag were: horizon zero dawn, rdr 2, god of war, spiderman. practically most prominent ps4 titles at that time

i dont even need to prove my point. DF covers me;

q7vq3vb.png



spiderman's 30 fps mode has an input lag of 117.5 ms at 30 fps/60 hz. let's see how it compares to witcher 3 on PC


HBYjiQi.png

so 133 vs 117. not so big of a difference now, is it?

how about 60 fps, then? 60 fps spiderman has an input lag of 75 ms at 60 hz on ps5 according to DF.

60 fps witcher 3 has an input lag of 72 ms at 60 hz on PC

oRCdDn2.png


important note here is that capframex also calculates end to end latency (mouse, screen, rendering latency, all of them. just like DF).

numbers align and they speak for themselves. at least for spiderman, ps5 has the usual heavy VSYNC input lag we exhibit on witcher 3. though, i'm prettty sure spiderman is not an exception either.

this is what VSYNC stands for. it adds input lag. there's no two ways about it. it is a limitation of the technology itself.


i hope they can also do new tests with vrr modes and then we may get an answer. this concludes my experiences
 
Last edited:

01011001

Banned
it is a problem. its not a pc specific problem. just because console folks are accustomed to laggy gameplay (sorry but it is true), it does not mean its not there

i've used a ps4 for a year. all 30 fps games were horribly vsync'ed and had horrible input lag. games i've experienced with heavy input lag were: horizon zero dawn, rdr 2, god of war, spiderman. practically most prominent ps4 titles at that time

i dont even need to prove my point. DF covers me;

q7vq3vb.png



spiderman's 30 fps mode has an input lag of 117.5 ms at 30 fps/60 hz. let's see how it compares to witcher 3 on PC


HBYjiQi.png

so 133 vs 117. not so big of a difference now, is it?

how about 60 fps, then? 60 fps spiderman has an input lag of 75 ms at 60 hz on ps5 according to DF.

60 fps witcher 3 has an input lag of 72 ms at 60 hz on PC

oRCdDn2.png


important note here is that capframex also calculates end to end latency (mouse, screen, rendering latency, all of them. just like DF).

numbers align and they speak for themselves. at least for spiderman, ps5 has the usual heavy VSYNC input lag we exhibit on witcher 3. though, i'm prettty sure spiderman is not an exception either.

this is what VSYNC stands for. it adds input lag. there's no two ways about it. it is a limitation of the technology itself.


i hope they can also do new tests with vrr modes and then we may get an answer. this concludes my experiences
the issue is on console, unless specifically set up by the developers, vsync is still engaged when using VRR, so in locked 30fps console games VRR gives no benefits because Vsync is still on
 

Arioco

Member
no, like I said some issues are definitely with the PS5 in combination with certain TVs, HDMI ports and Cables.

on my TV the Series X works flawlessly on every HDMI port with every compatible cable.
the PS5 only works with certain cable + port combinations and the only flawlessly working combination I currently found is using the cable that came with the Series X connected to HDMI1

when I use the cable I always used with the PS5 I have stutters when low Framerate Compensation is needed.

it is very weird and not only an issue with TV/HDMI specs, there's something else going on. many have reported similar issues on twitter and here


Could it be that the Series X is using Freesync and the PS5 is using VRR when connected to your TV? Since your TV supports both of them (and your Series X too), but PS5 only supports VRR, that would explain the different behavior.

I couldn't get VRR to work properly on my 2018 Q7 yet, even though the TV supports both Freesync and VRR. Since I have no other VRR compatible device I can't test it, but maybe it's the TV VRR implementation and not the PS5, I mean, it's VRR works perfectly on the CX, so... Since I have no other HDMI cable I can't try what you suggested either. Maybe what the TV needs is an update, but I think Samsung is highly unlikely to release any update for their 2018 and 2019 TV models.
 

Gambit2483

Member
I think it would need a patch to be supported at that level. Unpatched games will just not stutter.
I tested FF7R PS5 as well and I just can't see any difference in either mode. Without an official patch to support VRR I'm highly skeptical on which games actually make use of it
 
It's going to be too funny when DF conduct their tests and it turns out half of the "it's smooth now" posts turn out to be down to placebo.



Check the video I posted on the previous page. The framerates look to be decent. Well, at least they are in that area that was tested.

Is that one of the most intense areas?
 

Arioco

Member
I tested FF7R PS5 as well and I just can't see any difference in either mode. Without an official patch to support VRR I'm highly skeptical on which games actually make use of it

Of course you can't see any difference, FFVII Remake performance is absolutely perfect in both Fidelity and performance modes. 😂 That game is not a good choice if you want to see what VRR can do.

You should try RE Village with RT enabled or Elden Ring, those games don't have any specific patch and the difference is large. I mean, if you want to try VRR you have to choose a game that actually has some frame rate dips, if its performance is perfect at 30 and 60 fps VRR can't do anything to improve it, unless developers patch the game to remove the frame rate cap and allow the fqbe to go higher than 30 or 60 fps.
 

yamaci17

Member
i will have to admit ps5 support is in a better state aside from the quirks of LFC not working

i'm seeing 80+ fps gameplays from ratched and spiderman. i wonder if the same applies to deathloop and other "officially" supported games?

only games so for that gave a similar support for unlocked frames on xbox, if i recall correctly are flight simulator and dying light 2.

neither forza nor halo have unlocked VRR modes, while ratched and spider now have. i think that makes ps implementation... a bit better coz its cool to play at 80+ fps on your console's full power. why not use that power for forza or halo? i know both games are perfect 60 fps lock but so was spiderman and ratched but sony went forward and enabled unlocked framerate for them regardless

i dont have a side in ps vs xbox war, but so far xbox mostly utilized vrr to fix games that run between 45-60 fps but im more interested with having 60+ framerates without any setbacks
 

thatJohann

Member
PS5 VRR is better than not having it but Xbox implemented VRR so much better:

- set 120Hz at a system level which enables LFC on VRR across the board on a wider window (not just 48-120 like ps5 does)
- VRR support for Backwards compatible titles
- support for freesync and tons more display devices as they are not tied to HDMI 2.1

While I am glad we finally got VRR support on PS5, I still would pick XSX on multiplats for the better VRR implementation.
 

Gamerguy84

Member
I'm going to send Sony a link to this thread.

I mean haha. The thoroughness at which this specific feature is being tested and evaluated is astounding.

This would normally take them weeks of play testing and examination.
 
LFC only works at framerates that are below 50% of the Refresh of the screen.

at 120hz LFC can kick in at below 60fps
at 60hz LFC can kick in at below 30fps

Elden Ring is almost always above 30fps and on PS5 you can not force 120hz.
if you play the game on Xbox you can use VRR in quality mode, but only if you have the console set to 120hz, as the console forces 120hz in every game, effectively doubling every frame, which means the console will output an above 30fps container at all times, which means LFC works without issue there.

basically on Xbox if Elden Ring runs at 32fps, the console will actually output 64fps and your TV will have no issue running at 64hz,
and if it should drop below 30fps to say 28fps, the console doubles that to 56fps and that is also no issue for any VRR TV.

the issue really is here that you can not force the PS5 to output 120hz.
this can also be an issue in performance mode for Elden Ring as seen here where even on PS5 it drops below the 48fps window that most VRR TVs support


Sony should therefore implement a "force 120hz" option that works like the 120hz mode on Xbox, so that in games like Elden Ring you can make use of LFC to smooth out the frametimes.


Yes, I prefer the Xbox Series X method of being able to force 120 Hz for *all* games as it works fine on my B9 apart from some almost imperceptible gamma flicker during black loading screens, which is really the only issue I've come across and then it isn't something that is all that noticeable in my opinion.

One curiosity on Xbox Series X though is that Spyro Reignited Trilogy, which is a last gen game capped at 30 fps with bad framepacing which runs under backward-compatibility, runs silky-smooth on Xbox Series X but still exhibits bad framepacing on PS5. How would VRR fix the bad framepacing in that game if it is limited to 30 fps? Is this LFC at work here, doubling the 30 fps framerate to 60 fps and allowing VRR to fix the bad framepacing?

Incidentally, I have not been able to confirm my findings with anyone but I am extremely sensitive to microstutter and bad framepacing in games so I noticed how much better it was running on my Xbox Series X compared with Xbox One X, PS4 Pro and PS5. This game was poorly supported and the issue, as far as I am aware, was never fixed via a patch.
 
Last edited:

RydarGaf

Member
i will have to admit ps5 support is in a better state aside from the quirks of LFC not working

i'm seeing 80+ fps gameplays from ratched and spiderman. i wonder if the same applies to deathloop and other "officially" supported games?

only games so for that gave a similar support for unlocked frames on xbox, if i recall correctly are flight simulator and dying light 2.

neither forza nor halo have unlocked VRR modes, while ratched and spider now have. i think that makes ps implementation... a bit better coz its cool to play at 80+ fps on your console's full power. why not use that power for forza or halo? i know both games are perfect 60 fps lock but so was spiderman and ratched but sony went forward and enabled unlocked framerate for them regardless

i dont have a side in ps vs xbox war, but so far xbox mostly utilized vrr to fix games that run between 45-60 fps but im more interested with having 60+ framerates without any setbacks
Insomniac devs are smarter than the forza and Halo devs.. it's definitely not the Xbox hardware that's preventing them from unlocking the 60fps caps.

A real boss move Sony could take is this. Add 1440p resolution option because most PS5 Games that target 60fps usually lowerer than 4K anyway and it would allow them to add back RGB 12 color depth.

Spiderman for example when in performance RT mode, has native resolution around 1440p I think. But it's upscaled to 4K which causes the loss of RGB 12bit color depth.

RGB 12bit color, 1440p, uncapped FPS modes should be the standard now.

Playstation gamers should be lobbying hard for that! Then even this can be approved upon by adding FSR 2.0
 

yamaci17

Member
Insomniac devs are smarter than the forza and Halo devs.. it's definitely not the Xbox hardware that's preventing them from unlocking the 60fps caps.

A real boss move Sony could take is this. Add 1440p resolution option because most PS5 Games that target 60fps usually lowerer than 4K anyway and it would allow them to add back RGB 12 color depth.

Spiderman for example when in performance RT mode, has native resolution around 1440p I think. But it's upscaled to 4K which causes the loss of RGB 12bit color depth.

RGB 12bit color, 1440p, uncapped FPS modes should be the standard now.

Playstation gamers should be lobbying hard for that! Then even this can be approved upon by adding FSR 2.0
i have to say Insomniac also have the best taa implementation in the industry. even at 1080p, spiderman looked very sharp, clean and good on a ps4. while halo infinite looks... so bad and muddy at 1080p. i'm not even talking about visual quality levels, even at 4K, halo infinite fails to match the visual presentation spiderman provides

i wish imsomniac levels of TAA quality was more common among other devs. i hate seeing blurry and horrible taa implementations that are all over the place.

Halo Infinite already has a 120fps mode, so basically it is unlocked.
yes but it mostly hovers around 1080p on that mode. i talk about 4k 60 fps mode, surely it can do 1440p-1600p 80-100 frames
 
Last edited:

Hunnybun

Member
Tried this on the Insomniac games last night, and wow, absolutely brilliant. A real game changer for me.

All 3 of them look beautiful and (to me at least) run brilliantly in the fidelity modes now. Definitely a step above 40fps, which was already pretty good.

Just hope it can be applied to more titles now, and become a standard option going forward.

Oh, and GG please get this sorted for Horizon FW ffs. There's really no excuse now.
 
Last edited:

Riky

$MSFT
i have to say Insomniac also have the best taa implementation in the industry. even at 1080p, spiderman looked very sharp, clean and good on a ps4. while halo infinite looks... so bad and muddy at 1080p. i'm not even talking about visual quality levels, even at 4K, halo infinite fails to match the visual presentation spiderman provides

i wish imsomniac levels of TAA quality was more common among other devs. i hate seeing blurry and horrible taa implementations that are all over the place.


yes but it mostly hovers around 1080p on that mode. i talk about 4k 60 fps mode, surely it can do 1440p-1600p 80-100 frames

I seriously doubt it since the 120fps mode isn't locked, open world 120fps are pretty rare on console.
 
I can't seem to find the option on my PS5 to turn VRR on.

I'm under Screen and Video > Video Output, but I don't see an option. Any ideas?
 

Arioco

Member
PS5 VRR is better than not having it but Xbox implemented VRR so much better:

- set 120Hz at a system level which enables LFC on VRR across the board on a wider window (not just 48-120 like ps5 does)
- VRR support for Backwards compatible titles
- support for freesync and tons more display devices as they are not tied to HDMI 2.1

While I am glad we finally got VRR support on PS5, I still would pick XSX on multiplats for the better VRR implementation.


I don't know of a single backwards compatible game that doesn't run at perfect 30 or 60 fps on PS5. VRR can't help with them anyway, I'm afraid.


On the other hand LFC is a very nice fearure to have.
 

RydarGaf

Member
PS5 VRR is better than not having it but Xbox implemented VRR so much better:

- set 120Hz at a system level which enables LFC on VRR across the board on a wider window (not just 48-120 like ps5 does)
- VRR support for Backwards compatible titles
- support for freesync and tons more display devices as they are not tied to HDMI 2.1

While I am glad we finally got VRR support on PS5, I still would pick XSX on multiplats for the better VRR implementation.
Why doesn't VRR work on backwards compatibility games like PS4 titles?
 

RydarGaf

Member
Halo Infinite already has a 120fps mode, so basically it is unlocked.
Not the same bro.

Unlocking the framerate cap on game that targets 60fps vastly improves performance WITHOUT taking a hit to visual fidelity or lower resolution.

Halo infinite and other games targeting 120fps take a huge hit to resolution and in many cases dropping down all way to 1080p in addition to losing some graphical effects.

There is no graphic detail loss to Spider-Man in rt performance mode with the uncapped fps other than rgb 12bit color depth which is a artifical problem ince Sony could fix problem themselves a with a simple patch.
 

SlimySnake

Flashless at the Golden Globes
I’m surprised people say that about Returnal. Never noticed a blip amongst the orgy of light and sound being mainlined into my brain.
It is VERY rare but if you spend a 100 hours playing it like i did you will notice it. Typically happens with one or two weapons like the doombringer if the room is full of enemies like azertydu91 mentioned above.

If anything it's clear that the game is running at well above 60 fps and would probably benefit from unlocking the framerate like they did for ratchet and spiderman.
 

Arioco

Member
My HDMI 2.0 VRR Samsung works fine with Series X, seems Sony did a great job 🤣


That's probably because Samsung TVS support both Freesync and VRR, and One X, Series X, etc... use Freesync instead of VRR when used on those displays. But it looks like a faulty VRR implementation on those TV models to me.
 
Ok, so I found the option, but when I attempt to use it I'm given the message "Your TV doesn't support VRR".

It does though, and I turned it on prior to attempting to turn it on via the PS5. Any other ideas?
 

scydrex

Member
Yeah! I noticed that too on mine but didn’t think that was supposed to be a side effect. It’s not worth the trade off at all on this set unfortunately.

Yeah... i saw it disable it. Later this year will change the TV for a better setup and one that runs VRR without compromise.
 

thatJohann

Member
Honestly, the best case scenario would be for Sony to release a firmware update for the PS5, that allows the 120Hz to be set to Always On. That would make their VRR work with LFC all the time and would improve input lag etc. and would get it closer to Xbox's implementation.

Otherwise, the work will fall in game developers to individually update their games to include a 120Hz mode if they wanted to take advantage of LFC. It's totally backwards.
 

GHG

Gold Member
Is that one of the most intense areas?

No idea. My current playthrough is the PS4 version on the PS5 so I've not had to worry about performance at all.

Why not a QD-OLED?

I already have a philips 805 as the primary entertainment center display. What I'm buying now will be a display for the spare room - primarily for the PC and on the occasions I move the PS5 on to that room.

Was going to use the Q70r for a sim rig but I've decide I'll just get rid of it and will probably get another C1 (or similar) later this year.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
Ok, so I found the option, but when I attempt to use it I'm given the message "Your TV doesn't support VRR".

It does though, and I turned it on prior to attempting to turn it on via the PS5. Any other ideas?
Check your TV settings. Make sure everything is enabled for that hdmi port.
 

Riky

$MSFT
Not the same bro.

Unlocking the framerate cap on game that targets 60fps vastly improves performance WITHOUT taking a hit to visual fidelity or lower resolution.

Halo infinite and other games targeting 120fps take a huge hit to resolution and in many cases dropping down all way to 1080p in addition to losing some graphical effects.

There is no graphic detail loss to Spider-Man in rt performance mode with the uncapped fps other than rgb 12bit color depth which is a artifical problem ince Sony could fix problem themselves a with a simple patch.

The reason it probably drops resolution is because it can't get anywhere near 120fps at a higher resolution, maybe uncapped it would manage 80 or 90 possibly, who knows but since the game isn't stuck at 60fps and a 120fps mode is available there are far better games to target.
Dying Light 2 does this really well.
 

SlimySnake

Flashless at the Golden Globes
PS5 VRR is better than not having it but Xbox implemented VRR so much better:

- set 120Hz at a system level which enables LFC on VRR across the board on a wider window (not just 48-120 like ps5 does)
- VRR support for Backwards compatible titles
- support for freesync and tons more display devices as they are not tied to HDMI 2.1

While I am glad we finally got VRR support on PS5, I still would pick XSX on multiplats for the better VRR implementation.
Agreed with everything except for VRR Support for BC titles. BC titles get boosted clocks so they run at 60 fps at all times anyway. Even games that never got PS4 Pro support like Killzone Shadowfall run at a locked 60 fps on the PS5. You can test this by running the unpatched versions of GOW and The Last Guardian since they had an unlocked framerate mode that was later patched to 30 fps. They run at a locked 60 fps. It's why the PS4 version of Elden Rings is THE version to play since it is automatically boosted up to 60 fps with no drops.

If the frames dont drop, there is no need for vrr really. It could get rid of tearing but most PS4 games had no issues with tearing.
 

DeepEnigma

Gold Member
I'm guessing I wasn't using a 2.1 cable. It's annoying, since these cables don't print what they are.

Or maybe, just switching the cables fixed it by doing what you said.

Anyway, it's working now. Thanks.
Sometimes there are handshake issues. Could have been that.
 

RydarGaf

Member
Agreed with everything except for VRR Support for BC titles. BC titles get boosted clocks so they run at 60 fps at all times anyway. Even games that never got PS4 Pro support like Killzone Shadowfall run at a locked 60 fps on the PS5. You can test this by running the unpatched versions of GOW and The Last Guardian since they had an unlocked framerate mode that was later patched to 30 fps. They run at a locked 60 fps. It's why the PS4 version of Elden Rings is THE version to play since it is automatically boosted up to 60 fps with no drops.

If the frames dont drop, there is no need for vrr really. It could get rid of tearing but most PS4 games had no issues with tearing.
Nah some PS4 games are still dropping frames even when ran on the PS5.

Shadow of the tomb raider, Sekiro, PS4 version of Cyberpunk 2077, etc!
 

jorgejjvr

Member
i saw the option there, it was in automatic already, and I clicked the option for nonsupported as well.

Anything else I should look out for to make sure its working?
 
Top Bottom