For 120Hz displays 40 is one third of the maximum and looks better than 30. Sony began experimenting with 40 as a baseline for 120Hz displays instead of 30 for quality mode because they system has a bit of extra juice for that. I wonder if MS will do the same because their VRR actually works. The PS5 VRR is garbage, notice they didn't mention low framerate compensation because the system can't do it. This mean if the fps drops below a certain limit VRR actually makes it worse. For example the Resident Evil 2+3 Remake current gen patch makes the game unplayable on PS5 in 120Hz or Ray tracing mode, even with VRR. It fluctuates too wildly. These modes are perfectly playable on Xbox. The only VRR games worth playing on PS5 the ones where the devs go out of their way and make their own VRR implementation and and the fps graph is tight. Internal studios can do this of course.
A lot of games can actually run in the 30fps “graphics mode” at 40fps, so you get much more responsive/fluid controls on a 120hz display. In terms of frame timing it is exactly between 30fps and 60fps so it is even more fluid than it would first appear.
That is just a implementation of it. VRR means the system controls the refresh rate of the monitor depending on the workload. Speeding or slowing it down makes varying fps look smooth.
I don't get why the gamedevs are doing VRR stuff. The monitor already handles it as long as you have freesync of gsync.
And yes having some sort of VRR is huge. When people say shit about having a high refresh rate monitor they actually mean having VRR but they're dumb so they don't get what's the thing that actually matters for their experience.
What said. Having VRR on your monitor means no screen tearing as long as your game sticks to the variable range your monitor supports. It means you don't notice fps fluctuation nearly as much.
There is a bit of room for improvement but anything above that would require the graphics toned down. To be honest it actually looks smoother than 30 on 120Hz displays.
When you play a video game at a high refresh-rate, you can get what people call microstutter.
This makes the game feel loose and janky, which is the opposite of what you want since you chose to play the game at a higher refresh-rate. VRR disables that microstutter so you can get a more streamlined soap-opera effect.
This can lead to games feeling tighter, nicer to play and even enables motion blur in some games where they don't have any.
Why do they refuse to add 1440p to the PS5? Sony recently launched their own brand of gaming monitors and the only 2 versions are a 1080p and 4K panel. You would think it would be a different story if they were making tvs but literal PC monitors and they still won't even consider 1440p.
Sony have a different ethos to Microsoft when it comes to dev requirements. Microsoft throws shit at the wall and leaves it up to the gods, Sony have a list of demands that must be met by devs and will doggedly adhere to the list. Everything they add is another set of bulletpoints that must be developed for and as Sony are losing their grip on the industry as a whole, not pissing off devs is starting to creep up the priority list. Eventually they might need to pull a Steam and stop giving a shit about the jank trash being released on their platform just to stop devs abandoning them.
>Eventually they might need to pull a Steam and stop giving a shit about the jank trash being released on their platform just to stop devs abandoning them.
They already do that, it's almost Steam Greenlight level of bad what's on the store front.
There are a bunch of PS3 and PS4 games that are not playable on PC >b-but RPCS3
check how many games are "playable" vs playable to completion >PS4 games are coming to PC
some, not all. Uncharted Lost Legacy was announced forever ago and we still don't have a release date. Last of Us 1 remake got "coming soon to PC" with no date in sight.
You cannot even play ps3 games on PS5 unless you bend the knee to a cuck live service >ps4 games
who gives a rip fromsoft games are all on pc anyways besides bloodborne which is just a meme anyways it's just another souls reskinned
I have yet to receive a actual real list of games by sony to give a frick about post PS2 that I cannot play on my computer
It just removes screen tear. The latency of lower fps is still present though. Also VRR only covers you down to 48fps on most Tv's. One more frame below that and you start seeing screen tear again. Although I read this is the one implemented by the PS5, if the devs make their own implementation within the game it could down as low as they wanted to.
PS3/4/5 games don't exhibit screen tear as a general rule. There are exceptions, but mostly Sony mandates this and while you don't NEED to use vsync, 99.9% of devs when they get the "avoid tearing" requirement will just turn on vsync and take an early lunch. This means lower FPS = high latency spikes. VRR reduces latency in these instances while maintaining the "avoid tearing" requirement.
Probably a meme given who's talking about it. Just doing so to hype up their reddit audience to butter them up to sell them their next movie. (Not a typo.)
I have monitor with arbitrary refresh rate tech, it looks smooth, but I still prefer fixing framerate at some lower point for consistency. I don't want variation, even if it's smooth.
>There are fricking STILL people that think what framerate a AAA game targets is a function of "laziness" or other moronic nonsense instead of an essentially arbitrary placement on a scale of graphical fidelity and framerate
Laziness, or lack of development time does play into it. A lot of games on the PC still get optimized after launch to run better. Dunno what the console peasants have to deal with.
No, it absolutely does not. On a major production like any AAA game, any extra performance which they squeeze out through additional effort would be used to increase graphical fidelity, not increase the framerate. These studios have a framerate target. That could easily be a far higher target if they wanted it to be.
On a fixed platform like a console with system performance as high as modern computers have, the targeted framerate has literally nothing to do with the game's performance.
Just because console releases are made to target 30fps and in reality running at 15 doesn't mean they couldn't be optimized to run better after the graphics are done. The graphic fidelity of a project gets set in stone fairly early, except when they have to downgrade because they couldn't pull it off.
>"after the graphics are done" >optimization
You have literally no idea what you're talking about on multiple levels and should really stop treating optimization like some magical buzzword, and game development as a staged process.
The studio won't go editing thousands of art assets after they're done. If they need the game to run better they simplify the rendering. You know that rendering graphics is only a part of what takes up frametime on a game, right? Often optimization happens on the game logic side of things. Small savings there will lead to more fps.
2 years ago
Anonymous
Again, you keep talking about "simply running better" in the abstract like some people turn a crank and the game works more good. What, are they supposed to just recode unreal engine or whatever to make it run better, and do a better job than some of the best paid and well resourced graphics programmers in the world while they're at it? >game logic
Usually a minor concern unless major problems are arising with something specific. Surely you know that graphics processing and and game logic mostly runs on separate silicon, even in modern consoles where it's all on the same APU? You know the CPU and GPU in your computer do separate things, right?
Not him but i've done console optimization and yea there is a framerate target (1440 60 / 4k 30) and the goal is to scale back tri counts, run time lights and memory usage so you don't get framerate dips. They have the resolution scaling features now but good optimization should avoid using it if possible. Heavy cpu processes like a lot of AI can also mess with things but designers and engineers are usually responsible for cleaning that up and if it's really necessary the graphics will be scaled back in that area.
Its only good for when a game drops frames, otherwise why would you want to play at 40fps over 60fps?
It's mainly for games with unlocked framerate that can go above 60fps but can't get a stable 120fps, since VRR displays are all 120Hz or higher.
> since VRR displays are all 120Hz or higher.
Nah. Work bought me a shitty LG with freesync that only goes up to 75.
For 120Hz displays 40 is one third of the maximum and looks better than 30. Sony began experimenting with 40 as a baseline for 120Hz displays instead of 30 for quality mode because they system has a bit of extra juice for that. I wonder if MS will do the same because their VRR actually works. The PS5 VRR is garbage, notice they didn't mention low framerate compensation because the system can't do it. This mean if the fps drops below a certain limit VRR actually makes it worse. For example the Resident Evil 2+3 Remake current gen patch makes the game unplayable on PS5 in 120Hz or Ray tracing mode, even with VRR. It fluctuates too wildly. These modes are perfectly playable on Xbox. The only VRR games worth playing on PS5 the ones where the devs go out of their way and make their own VRR implementation and and the fps graph is tight. Internal studios can do this of course.
>40hz has more frames than 30hz
Sony's brilliance knows no end, literally endless ingenuity.
PS5 sisters...
Zero screen tearing without the vsync delay penalty was and continues to be game changing.
games running like shit and developers being lazy just become to norm the point where they now develop this shit
A lot of games can actually run in the 30fps “graphics mode” at 40fps, so you get much more responsive/fluid controls on a 120hz display. In terms of frame timing it is exactly between 30fps and 60fps so it is even more fluid than it would first appear.
yeah but why would I pick "40fps graphics mode" when i could have 60fps? it's a video game. i play it.
120 is divisible by 40.
Isn't variable refresh rate just FreeSync?
That is just a implementation of it. VRR means the system controls the refresh rate of the monitor depending on the workload. Speeding or slowing it down makes varying fps look smooth.
No, FreeSync is VRR, you fricking sheep-brained consoomer.
Its poorgay Gsync without the nvidia tech to make it work decently.
>40Hz
>is decade old tech going to improve gaming?
gee homosexual idk
What do you mean "is"? It "has" been doing that for several years, eliminating screen tearing without the drawbacks of v-sync.
I don't get why the gamedevs are doing VRR stuff. The monitor already handles it as long as you have freesync of gsync.
And yes having some sort of VRR is huge. When people say shit about having a high refresh rate monitor they actually mean having VRR but they're dumb so they don't get what's the thing that actually matters for their experience.
What said. Having VRR on your monitor means no screen tearing as long as your game sticks to the variable range your monitor supports. It means you don't notice fps fluctuation nearly as much.
>Supporting 40Hz
Who the frick is "highly requesting" 40hz refresh rate?
console homosexuals now accept 40 fps instead of 20 using poorly upscaled 1080p
I'm so glad I don't pay attention to consolegays.
Just a meme for people with really expensive TVs that support VRR
It's nice on Steam Deck
Literally PS5 players. See
>PS5
>Players
Essentially 40hz is this
There is a bit of room for improvement but anything above that would require the graphics toned down. To be honest it actually looks smoother than 30 on 120Hz displays.
>40hz is smoother than 30hz
Woah. Fricking crazy.
Digital Foundry does. They praised it in Rift Apart and requested it in more games.
imagine inventing 40hz because you cant hit 60
When you play a video game at a high refresh-rate, you can get what people call microstutter.
This makes the game feel loose and janky, which is the opposite of what you want since you chose to play the game at a higher refresh-rate. VRR disables that microstutter so you can get a more streamlined soap-opera effect.
This can lead to games feeling tighter, nicer to play and even enables motion blur in some games where they don't have any.
Someone tell them that gay month is over
Why do they refuse to add 1440p to the PS5? Sony recently launched their own brand of gaming monitors and the only 2 versions are a 1080p and 4K panel. You would think it would be a different story if they were making tvs but literal PC monitors and they still won't even consider 1440p.
They only added VRR because they were mocked by Xbox. Nowhere near as many people mocking them for 1440p.
only movies matter to sony
Sony have a different ethos to Microsoft when it comes to dev requirements. Microsoft throws shit at the wall and leaves it up to the gods, Sony have a list of demands that must be met by devs and will doggedly adhere to the list. Everything they add is another set of bulletpoints that must be developed for and as Sony are losing their grip on the industry as a whole, not pissing off devs is starting to creep up the priority list. Eventually they might need to pull a Steam and stop giving a shit about the jank trash being released on their platform just to stop devs abandoning them.
>Eventually they might need to pull a Steam and stop giving a shit about the jank trash being released on their platform just to stop devs abandoning them.
They already do that, it's almost Steam Greenlight level of bad what's on the store front.
They JUST launched the PC monitor line dummy. They can make 1440p screens any time they feel like it. Some things take time
>40hz
how long until they just straight up ditch 60+hz with their games again?
they're gonna ditch it within a year or two 100 percent
>buh wuh wuh duh cope
puh-lease homosexual it takes no effort to just take a 1440p panel and shove it in a plastic casing
As soon as prevgen dies.
I'm really really interested if they try to keep quality and performance mode in games after the bar is raised.
120hz 4k tvs are becoming way more common and 40hz divides better than 30hz.
It's sad because it sounds like Xbox series x has better vrr support, 1440p mode, and more games that can do 120Hz but Xbox has no games
sony has movies and ???
unless you don't own a pc there's literally just spiderman
There are a bunch of PS3 and PS4 games that are not playable on PC
>b-but RPCS3
check how many games are "playable" vs playable to completion
>PS4 games are coming to PC
some, not all. Uncharted Lost Legacy was announced forever ago and we still don't have a release date. Last of Us 1 remake got "coming soon to PC" with no date in sight.
You cannot even play ps3 games on PS5 unless you bend the knee to a cuck live service
>ps4 games
who gives a rip fromsoft games are all on pc anyways besides bloodborne which is just a meme anyways it's just another souls reskinned
I have yet to receive a actual real list of games by sony to give a frick about post PS2 that I cannot play on my computer
>latest meme
?
VRR has been around for like 10 years at this point, if not more
Slowpoke
VRR has only been in the market for 4 years you stupid lying frick. Before 2018 all we had to deal with screen tear was vsync and triple buffer.
in monitors. its finally becoming a common feature in tvs since hdmi 2.1 supports it out of the box.
VRR and HDR doesn't make a woke movie a better game
You don't need VRR for movies because movies don't have frame drops.
It just removes screen tear. The latency of lower fps is still present though. Also VRR only covers you down to 48fps on most Tv's. One more frame below that and you start seeing screen tear again. Although I read this is the one implemented by the PS5, if the devs make their own implementation within the game it could down as low as they wanted to.
PS3/4/5 games don't exhibit screen tear as a general rule. There are exceptions, but mostly Sony mandates this and while you don't NEED to use vsync, 99.9% of devs when they get the "avoid tearing" requirement will just turn on vsync and take an early lunch. This means lower FPS = high latency spikes. VRR reduces latency in these instances while maintaining the "avoid tearing" requirement.
>PS3/4/5 games don't exhibit screen tear as a general rule
literally not true
PS3 games especially tore screen like the a snoy tears his anus lining
The PS5 doesn't have low framerate compensation at all. The range their VRR covers is much smaller too.
Cool, can you next get to improving alloys ugly face?
VRR is just for poorgays, it does negative performance on high end GPUs, i turn that shit off.
Probably a meme given who's talking about it. Just doing so to hype up their reddit audience to butter them up to sell them their next movie. (Not a typo.)
>VRR
>latest meme
VRR has been a thing for years now you fricking zoomer
>actually going to improve gaming
The only thing it's going to improve is power consumption.
I have monitor with arbitrary refresh rate tech, it looks smooth, but I still prefer fixing framerate at some lower point for consistency. I don't want variation, even if it's smooth.
PS5 gays are calling 40 FPS "Revolutionary"?
console peasants will always keep eating the shit that their platform overlords squeeze out of their butts
I thought VRR was just a new umbrella term for G-sync and free-sync.
If that's the case then they are hugely valuable
I'm pretty sure the term came before freesync and gsync did. Gamers just were introduced to it through the latter two.
HDMI VRR is actually a different standard from Freesync and G-sync.
PS5 doesn't support neither Freesync nor G-sync, only HDMI VRR.
I've been using Freesync on my PC for years and it's amazing, so yeah, VRR in general is good.
Now they can make 15 fps cinematic experiences that looks like it's in 30 fps..
40 is unironically the breakpoint for stuff looking jittery as frick for many people. It's not completely unreasonable to target it.
>There are fricking STILL people that think what framerate a AAA game targets is a function of "laziness" or other moronic nonsense instead of an essentially arbitrary placement on a scale of graphical fidelity and framerate
Laziness, or lack of development time does play into it. A lot of games on the PC still get optimized after launch to run better. Dunno what the console peasants have to deal with.
No, it absolutely does not. On a major production like any AAA game, any extra performance which they squeeze out through additional effort would be used to increase graphical fidelity, not increase the framerate. These studios have a framerate target. That could easily be a far higher target if they wanted it to be.
On a fixed platform like a console with system performance as high as modern computers have, the targeted framerate has literally nothing to do with the game's performance.
Just because console releases are made to target 30fps and in reality running at 15 doesn't mean they couldn't be optimized to run better after the graphics are done. The graphic fidelity of a project gets set in stone fairly early, except when they have to downgrade because they couldn't pull it off.
>"after the graphics are done"
>optimization
You have literally no idea what you're talking about on multiple levels and should really stop treating optimization like some magical buzzword, and game development as a staged process.
The studio won't go editing thousands of art assets after they're done. If they need the game to run better they simplify the rendering. You know that rendering graphics is only a part of what takes up frametime on a game, right? Often optimization happens on the game logic side of things. Small savings there will lead to more fps.
Again, you keep talking about "simply running better" in the abstract like some people turn a crank and the game works more good. What, are they supposed to just recode unreal engine or whatever to make it run better, and do a better job than some of the best paid and well resourced graphics programmers in the world while they're at it?
>game logic
Usually a minor concern unless major problems are arising with something specific. Surely you know that graphics processing and and game logic mostly runs on separate silicon, even in modern consoles where it's all on the same APU? You know the CPU and GPU in your computer do separate things, right?
Not him but i've done console optimization and yea there is a framerate target (1440 60 / 4k 30) and the goal is to scale back tri counts, run time lights and memory usage so you don't get framerate dips. They have the resolution scaling features now but good optimization should avoid using it if possible. Heavy cpu processes like a lot of AI can also mess with things but designers and engineers are usually responsible for cleaning that up and if it's really necessary the graphics will be scaled back in that area.
Rebellion made an interesting piece on porting Sniper Elite 4 to Switch.
https://www.nvidia.com/en-us/on-demand/session/gtcspring21-e32649/
neat. I dont envy anyone doing switch ports. Lot of LOD management I'd imagine.
Oh goody, It's another Ganker doesn't know what they're talking about thread
>consoles had to invent 40fps mode because they still cant do 60 in 2022
>40Hz
4k 40. Don't act like PC can do that easily because mid tier gpus cant.
i am sure consoles hit a native 4k iam i right?
Lots of games do. GT7 for example, native 4k.
Spider-man? Native 4k.