PS5 VRR Range JUST 48Hz to 120Hz On Unsupported Games ?

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It looks to me, that on unsupported games the VRR range is JUST 48Hz to 120Hz . Not a big Deal because it appears to me that supported games are working just perfect.
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Please like, share and subscribe. Thank You 😎

GamingTech-YouTube
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For Spider-Man you are completely right: night and day. It actually sets a tone for fidelity mode that is desirable in comparison to performance modes.

themovementgeneration
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Another game you can check is Deathloop. They're added "Ultra Performance" which enables 120Hz with VRR.

mitubeu
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I just played Spider-Man MM for the first time since the VRR/120FPS update in Performance mode and I was genuinely stunned how good it looked and played.

bradygilbert
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To be fair, the video output information still says 48-120hz even when you're playing a supported game. It makes no mention of a wider range for supported games.

ArcadianGenesis
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LFC is doubling the FPS below 48 to keep it in the VRR range. It's doing this in both 60hz and 120hz modes. The problem with 60hz modes when you double 47fps you're hitting 60 limit and vsync takes over.

carlkitchen
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Actually it looks like many are confused between actual VRR and LFC (Low Framerate Compensation). LFC can be used for games in the 30 fps range and it simply frame doubles the content so that a 30fps game will present as 60fps and avoid tearing. If a new frame is not ready then the old frame is simply re-presented. This can lead to choppy presentation if the game drops too many frames though tearing will be eliminated. Input lag is also better as the display is effectively displaying at double the games actual framerate. LFC is supported on many TVs from the LG line (not sure about other manufacturers) such as the CX, C1 and presumably the C2.

People seem to be crediting Sony with somehow adding VRR to "unsupported" low framerate games when this simply isn't the case. With VRR enabled the TV itself will engage VRR LFC. VRR is supported at the driver level and it's not a matter of games having to support it but rather games deliberately disabling it as Halo Infinite has done for reasons that we have yet to understand. Driver support is also the reason that PC games do not need to specify support for VRR as both NVidia and AMD enable this on user request (driver switch toggle from control panel) and do all the necessary frame reporting legwork to a VRR supporting display. Without driver support it is impossible to enable VRR at all as it is the driver that controls the syncing to the display. This is why it is NOT a game developer feature. For an odd reason Sony have chosen to both implement a specific SDK toggle that tells the display driver on the PS5 to enable VRR mode and also implemented the user control panel switch which simply enables VRR system wide and requires a game to specifically tell the driver VRR is NOT supported. To be fair this is how Microsoft VRR has always worked.

ThePenhalionsPost
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I think that what happens depends more on the hz. The range that the ps5 supports is 48 to 120, but, if the game is using the 120 hz mode, that low range of 48 doesn't "virtually" apply because of low frame compensation. LFC works when the fps is below the supported vrr range by doubling the frames or even tripling them. Because we are using 120 hz, the system is able to duplicate the frames (48x2 = 96), so for us is it like vrr is still working. That can't work with 60 hz because there is no way that the system could use LFC to double the frames and be still into the vrr window.

I think that explains what you are seeing here. With that said it would be cool if sony expands the vrr window, because screens like the lg cx can support a wider vrr range of 40-120. It would be great for games like elden ring, which is improved, but I still can see some stuttering because sometimes the games goes under 48 hz. However developer support would be better because they could also activate the 120 hz mode, virtually expanding the vrr range and improving response times.

raulgarciademarinamaroto
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its VRR+ LFC, which means 40fps x3 the frame rate, you dont get real 120fps, LFC output the same frame twice or in case of spiderman 3 times so you get 120fps output from the system to trick the TV. The game input latancy is still the same as its native frame rate which is 40fps, plays and feel the same but appear smoother on screen. It is always a 2x or 3x multiplier so only kicks in when thing frame rate falls under 48fps. So games running at 47 then LFC will 2x the frame rate to 94fps; 35fps will be 70fps. WIll show up on the LG label thing. LFC only work in a 120hz container that is why it needs the 120hz VRR coverage.

alexlim
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This LFC doing it’s magic when 120Hz mode is activated. Sony could fix this by adding a toggle to enable a system wide 120hz mode so that any game that goes below 48Hz can still take advantage of VRR in that 30-48 range via LFC.

raul_
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Simply enabling VRR lowers input lag on LG. I like it.

JumpRopeLift
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I’m personally waiting for an official analysis by Digital Foundry. I did noticed improved response time with MLB The Show 22. My timing with hitting was earlier than usual which is kinda insane so I have to basically adapt to the new response time.

EpiCz_Izzy
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The real problem is not 48fps limit, is that ps5 runs most of the games at 60hz and there's no way to force 120hz. So when the game fps drops to 35-45fps, the VRR cannot double the refresh rate to 70-90hz like the Xbox does.

spideeno
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Just tested VRR on Res Evil 8. Works like a dream and is buttery smooth.

tpizzleize
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Getting my Sony A80J oled in few weeks. So excited to try VRR 🤩

gleam
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The 48-120hz range limitation for ps5 vrr applies to all games, supported or not. Its a limitation with vrr implemetation and it does not matter if you patch the game to be aware of the vrr 'protocol' or not.

ConfuzenWorks
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I can see the difference clearly from VRR on and off. You are correct. Thanks

arlokkkk
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Endlich jemanden gefunden der deutsches/österreichisches know how besitzt. Herrlich wie du alles erklärst. Finde ich Top. Hope to see in the future a great compression between your current oled and the new samsung oled.

habe
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When the fps drops below 48 on my pc the cx information displays the hz as double the fps, like, if the fps goes from 49 to 48 to 47, the cx hz goes 49 to 48 to 94. Might be something similar with the ps5 doing some frame doubling smoothery. Hard to really tell with a 60fps camera capturing 40fps on a 120hz display, but the video here of 120hz vrr 40fps definitely looked a less choppy than fixed.

Your phone camera might have a 120 or 240fps slow motion mode, would be interesting to see what's actually being displayed

CynicalCreator
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Elden Ring dips below 48fps too often in areas like Limgrave, Liurnia. I really didn’t see VRR helping that much when I tried it, it still stutters bad.

travisrogers