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Can anyone explain how VRR works?

I have a 120Hz TV, and I’ve never quite understood how VRR works, or whether it needs devs to support it, how to determine which games support it, or whether or not you can just apply it to all games and notice an improvement.

For instance, VRR apparently needs a minimum of 48FPS to kick in, yet Ratchet and Clank’s balanced mode is for 40 fps?
 

Radical_3d

Member
You are mixing concepts. I’m sure a gaffer here is writing a long as answer as of now. Tell us what’s the model of your TV.
 
Didn’t feel like typing this all out your question per chatgtp:


Variable Refresh Rate (VRR) is a technology that allows your TV or monitor to adjust its refresh rate in real time to match the frame rate being output by a gaming console or PC. This helps to reduce screen tearing and stuttering by ensuring the display refreshes only when the game outputs a new frame, creating a smoother gaming experience.





Here’s how VRR works and answers to your questions:





1. Does VRR Require Developer Support?





• Not usually. VRR is typically a hardware feature that doesn’t need explicit developer support. However, developers can optimize games to perform better with VRR by reducing frame drops, for example, but in general, VRR will work as long as the hardware supports it (your TV and gaming console or PC).





2. How to Determine Which Games Support VRR?





• While VRR is broadly compatible, not all games benefit equally. You can check official lists from Sony, Microsoft, or other sources for games known to work well with VRR, but most modern games will gain some improvement if they experience variable frame rates.





3. Does VRR Apply to All Games?





• In theory, VRR can work on any game where the frame rate fluctuates within the supported VRR range of your display (typically between 48 Hz and the max refresh rate, e.g., 120 Hz). This means that VRR may not be effective in games with frame rates below the lower threshold (like 40 FPS in Ratchet & Clank’s balanced mode).





4. Why Does VRR Have a Minimum Frame Rate?





• VRR works best within a range, typically starting around 48 FPS. When frame rates drop below this threshold, VRR cannot match the frame rate to the display’s refresh rate effectively. For games like Ratchet & Clank in balanced mode (targeting 40 FPS), VRR wouldn’t activate, so you might still experience some stuttering or screen tearing.





5. Can VRR Be Applied to Improve All Games?





• VRR is especially helpful in games that fluctuate in frame rate, often due to demanding graphics settings. If a game’s frame rate is locked or rarely fluctuates, VRR may not have a noticeable impact. But for games that dip between, say, 48 FPS and 120 FPS, VRR can make the experience feel smoother.





Summary





In short, VRR automatically adjusts for games within the refresh range of your TV (typically 48–120Hz), smoothing out dips in frame rate but may not help games below that range, like Ratchet & Clank at 40 FPS in balanced mode.
 

Bojji

Member
Framerate and refresh rate don't need to be connected, RR can be 2x or 3x the framerate with low framerate compensation (LFC).

For VRR to work RR needs to be in 48-120Hz window for PS5, 40-120Hz for Xbox and PC (for PC upper limit doesn't exist).
 
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Xyphie

Member
The refresh rate of the TV/Monitor adjusts to be the same (or some multiple) of the FPS. 115 FPS becomes 115 Hz. 55 FPS becomes 55 or 110 Hz and so on.

The reason fo the 48FPS minimum thing is that Sony's VRR implementation kinda sucks and they do games in a 60Hz output container unless the developer opts for a 120Hz one, and a TV/Monitor typically can't adjust lower than 48Hz.

E.g. 40 FPS x 3 -> 120Hz is OK, but <48 FPS x 2 doesn't work in 48-60Hz.
 
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RoadHazard

Gold Member
The refresh rate of the TV/Monitor adjusts to be the same (or some multiple) of the FPS. 115 FPS becomes 115 Hz. 55 FPS becomes 55 or 110 Hz and so on.

The reason fo the 48FPS minimum thing is that Sony's VRR implementation kinda sucks and they do games in a 60Hz output container unless the developer opts for a 120Hz one, and a TV/Monitor typically can't adjust lower than 48Hz.

E.g. 40 FPS x 3 -> 120Hz is OK, but <48 FPS x 2 doesn't work in 48-60Hz.

48Hz is in the official HDMI Forum spec, Sony just follows that. MS went a bit further.
 

adamsapple

Or is it just one of Phil's balls in my throat?
I'll try to put it in layman words.

Most display devices run at a fixed refresh rate, eg 60hz (or 60 times a second). When a game is not able to meet that refersh and drops frames, it creates a mismatch which between the game and refresh, which manifests as a judder on screen.

VRR devices are able to change their refresh rate immediately in response to match the game so it doesn't have the visible judder anymore. It's not a 'fix' for FPS nor does it improve FPS, it simple eliminates that visible judder and to our perception it ends up appearing smoother because we're not seeing that sudden judder anymore.

The 48hz thing comes from the fact that the PS5's limit for VRR for 60hz games is from 48hz to 60hz (or 48hz to 120hz for supported devices). If a game drops below 48fps, it goes out of that range so you see that judder again. Xbox has a more generous VRR limit down to 40hz, hence you often see people posting that the VRR is better there.

Ratchet's 40fps mode is not the same as VRR. That's just something developers have started doing because 120hz displays are becoming more common.

The reason it works there is because 40hz divides evenly into a 120hz container/display. So there's no judder. Same reason 30fps games divide evenly into 60hz displays.
 
I'll try to put it in layman words.

Most display devices run at a fixed refresh rate, eg 60hz (or 60 times a second). When a game is not able to meet that refersh and drops frames, it creates a mismatch which between the game and refresh, which manifests as a judder on screen.

VRR devices are able to change their refresh rate immediately in response to match the game so it doesn't have the visible judder anymore. It's not a 'fix' for FPS nor does it improve FPS, it simple eliminates that visible judder and to our perception it ends up appearing smoother because we're not seeing that sudden judder anymore.

The 48hz thing comes from the fact that the PS5's limit for VRR for 60hz games is from 48hz to 60hz (or 48hz to 120hz for supported devices). If a game drops below 48fps, it goes out of that range so you see that judder again. Xbox has a more generous VRR limit down to 40hz, hence you often see people posting that the VRR is better there.

Ratchet's 40fps mode is not the same as VRR. That's just something developers have started doing because 120hz displays are becoming more common.

The reason it works there is because 40hz divides evenly into a 120hz container/display. So there's no judder. Same reason 30fps games divide evenly into 60hz displays.

So it’s completely useless for a game locked at 30fps? This judder only happens when games float between 31 and 59 fps then? So VRR doesn’t exactly solve games at 30 feeling slow?
 
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adamsapple

Or is it just one of Phil's balls in my throat?
So it’s completely useless for a game locked at 30fps? This judder only happens when games float between 31 and 59 fps then? So VRR doesn’t exactly solve games at 30 feeling slow?

Correct, VRR is all but useless for 30fps games, or games with 30fps modes. Its primary benefit is games targeting 60 or 120fps.
 
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Fbh

Member
I think you have two concepts mixed together.
Non VRR TV's refresh their image at a fixed rate. It's usually either 60 times per second (60hz tvs) or 120 times per second (120hz TV).
The reason most games stick to (or at least target) 30fps or 60fps and not stuff like 45fps or 34fps is because that way the TV can show you each frame an even amount of times.

If your TV refreshes 60 times a second and your console is sending 60 frames per second then you will be shown each frame once:
Frames: 1-2-3-4-5, etc
If your TV refreshes 60 times per second and your console is sending 30 frames per second it can evenly distribute them by showing you each frame twice
Frames: 1-1-2-2-3-3-4-4, etc

But if your TV is sending 40fps to a 60hz display there is no way to evenly distribute those 40 frames within the 60 refreshes of the screen so you'll see something likee:
Frames: 1-2-2-3-4-4-5-6-6, etc
That generates judder and makes the image look less smooth.

The reason locked 40fps modes require a 120hz TV isn't VRR but simply the fact that 40fps can be evenly distributed within 120hz refreshes by showing you each frame 3 times
Frames: 1-1-1-2-2-2-3-3-3, etc

VRR itself is the TV not being locked to a fixed refresh rate but being able to adapt to the source (say, a console).
So essentially the console will tell your TV "Hey this second I'm sending 49 frames" and your TV will adjust by refreshing 49 times during that second (which, again, means frames can be distributed evenly)
It's a good to avoid the judder and a lack of smoothness in games with unlocked framerates, it's specially good for unlocked modes that go above 60fps but it also helps in making small drops into the mid 50fps almost unnoticeable (at least for me).

The 48 frame limit on Ps5 is due to the way Sony implemented it. That said even if it did work below that threshold VRR isn't magically going to make a 35fps game feel super smooth and responsive. It's just going to help reduce the judder from the mismatched number of frames.
 
I think you have two concepts mixed together.
Non VRR TV's refresh their image at a fixed rate. It's usually either 60 times per second (60hz tvs) or 120 times per second (120hz TV).
The reason most games stick to (or at least target) 30fps or 60fps and not stuff like 45fps or 34fps is because that way the TV can show you each frame an even amount of times.

If your TV refreshes 60 times a second and your console is sending 60 frames per second then you will be shown each frame once:
Frames: 1-2-3-4-5, etc
If your TV refreshes 60 times per second and your console is sending 30 frames per second it can evenly distribute them by showing you each frame twice
Frames: 1-1-2-2-3-3-4-4, etc

But if your TV is sending 40fps to a 60hz display there is no way to evenly distribute those 40 frames within the 60 refreshes of the screen so you'll see something likee:
Frames: 1-2-2-3-4-4-5-6-6, etc
That generates judder and makes the image look less smooth.

The reason locked 40fps modes require a 120hz TV isn't VRR but simply the fact that 40fps can be evenly distributed within 120hz refreshes by showing you each frame 3 times
Frames: 1-1-1-2-2-2-3-3-3, etc

VRR itself is the TV not being locked to a fixed refresh rate but being able to adapt to the source (say, a console).
So essentially the console will tell your TV "Hey this second I'm sending 49 frames" and your TV will adjust by refreshing 49 times during that second (which, again, means frames can be distributed evenly)
It's a good to avoid the judder and a lack of smoothness in games with unlocked framerates, it's specially good for unlocked modes that go above 60fps but it also helps in making small drops into the mid 50fps almost unnoticeable (at least for me).

The 48 frame limit on Ps5 is due to the way Sony implemented it. That said even if it did work below that threshold VRR isn't magically going to make a 35fps game feel super smooth and responsive. It's just going to help reduce the judder from the mismatched number of frames.

My TV supports 120 Hz. What does that mean for games that are at 30 or 60 fps? Am I potentially worse off?
 

poodaddy

Gold Member
Didn’t feel like typing this all out your question per chatgtp:


Variable Refresh Rate (VRR) is a technology that allows your TV or monitor to adjust its refresh rate in real time to match the frame rate being output by a gaming console or PC. This helps to reduce screen tearing and stuttering by ensuring the display refreshes only when the game outputs a new frame, creating a smoother gaming experience.





Here’s how VRR works and answers to your questions:





1. Does VRR Require Developer Support?





• Not usually. VRR is typically a hardware feature that doesn’t need explicit developer support. However, developers can optimize games to perform better with VRR by reducing frame drops, for example, but in general, VRR will work as long as the hardware supports it (your TV and gaming console or PC).





2. How to Determine Which Games Support VRR?





• While VRR is broadly compatible, not all games benefit equally. You can check official lists from Sony, Microsoft, or other sources for games known to work well with VRR, but most modern games will gain some improvement if they experience variable frame rates.





3. Does VRR Apply to All Games?





• In theory, VRR can work on any game where the frame rate fluctuates within the supported VRR range of your display (typically between 48 Hz and the max refresh rate, e.g., 120 Hz). This means that VRR may not be effective in games with frame rates below the lower threshold (like 40 FPS in Ratchet & Clank’s balanced mode).





4. Why Does VRR Have a Minimum Frame Rate?





• VRR works best within a range, typically starting around 48 FPS. When frame rates drop below this threshold, VRR cannot match the frame rate to the display’s refresh rate effectively. For games like Ratchet & Clank in balanced mode (targeting 40 FPS), VRR wouldn’t activate, so you might still experience some stuttering or screen tearing.





5. Can VRR Be Applied to Improve All Games?





• VRR is especially helpful in games that fluctuate in frame rate, often due to demanding graphics settings. If a game’s frame rate is locked or rarely fluctuates, VRR may not have a noticeable impact. But for games that dip between, say, 48 FPS and 120 FPS, VRR can make the experience feel smoother.





Summary





In short, VRR automatically adjusts for games within the refresh range of your TV (typically 48–120Hz), smoothing out dips in frame rate but may not help games below that range, like Ratchet & Clank at 40 FPS in balanced mode.
Pretty much what I was gonna say but way better put lol.
 

Fbh

Member
My TV supports 120 Hz. What does that mean for games that are at 30 or 60 fps? Am I potentially worse off?

No, they'll work perfectly fine.
If your TV is 120hz without VRR it will also work perfectly fine with 40fps modes (as long as they are targeting a locked 40fps).

The difference between a 120hz TV with VRR vs one without is that if you don't have VRR you should probably try to stick to fixed framerates instead of unlocked ones.
On a non VRR display a game running at locked 60fps is going to look smoother than a game with an unlocked framerate that's constantly moving between 60-70fps
 

Bojji

Member
He said nothing but a constant barrage of lies. DF covered all of this and more in a recent video:



Whatever he said he was right that vrr saves many games.

Metaphor is unplayable on "peasant" PS5 without it, it's ok with vrr (runs 50fps average). Elden ring is the same and many other games with fps drops.

Vrr can't fix stuttering or 30fps.
 
Riddle me this :

On PS5, i noticed that when i have the "Enable VRR for unsupported games" option turned on, framedrops are even more noticeable/actually worse compared to when you have the setting turned off.
For example, Alan Wake 2 which had some stutters here and there, said stutters would actually be more pronounced with the setting to on. On games like WH40K : Space Marine 2 (which on base PS5 the framerate is shit), while the framedrops are VERY noticeable (doesn't reach the 60fps target 90% of the time), turning the "Enable VRR for unsupported games" to on, it'd make the game feel even "slower"/like the framerate is even lower for a lack of a better explanation.

To this day, i still don't understand when and IF the option should be turned to on - on the PS5 at least.
 
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M1chl

Currently Gif and Meme Champion
Refresh of the screen is dynamically adjusted to refresh of the framebuffer
 

Bojji

Member
Riddle me this :

On PS5, i noticed that when i have the "Enable VRR for unsupported games" option turned on, framedrops are even more noticeable/actually worse compared to when you have the setting turned off.
For example, Alan Wake 2 which had some stutters here and there, said stutters would actually be more pronounced with the setting to on. On games like WH40K : Space Marine 2 (which on base PS5 the framerate is shit), while the framedrops are VERY noticeable (doesn't reach the 60fps target 90% of the time), turning the "Enable VRR for unsupported games" to on, it'd make the game feel even "slower" for a lack of a better explanation.

To this day, i still don't understand when and IF the option should be turned to on - on the PS5 at least.

It works for me fine. I even tested it at launch of FF Rebirth, in first city frame rate drops to like ~55fps. Without this option - stuttering, with it - smooth.

Depends on display?
 

Mr Moose

Member
Screen Hz matches the games framerate, 40fps mode works with 120Hz screens and has low framerate compensation.
 
It works for me fine. I even tested it at launch of FF Rebirth, in first city frame rate drops to like ~55fps. Without this option - stuttering, with it - smooth.

Depends on display?

Don't know man, i have a LG C2... :messenger_confused:

I'm one of the weird ones that still hasn't been wowed by the VRR implementation this gen (regarding the PS5 that is)
 

Bojji

Member
Don't know man, i have a LG C2... :messenger_confused:

I'm one of the weird ones that still hasn't been wowed by the VRR implementation this gen (regarding the PS5 that is)

I have B2, hahaha.

If you have elden ring, it's the best test. Night and day difference between forced vrr on and off.

Edit: Metaphor demo is free and it works with forced vrr on/off. Try it!

Unless you have pro, then game will be 60fps anyway.
 
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Xyphie

Member
48Hz is in the official HDMI Forum spec, Sony just follows that. MS went a bit further.

The important thing isn't if they support 40Hz, 48Hz or whatever, but implementing a 120Hz container universally on a system level with low frame rate compensation. That way you'd have a 45 FPS game like Black Myth Wukong just fine.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Whatever he said he was right that vrr saves many games.

Metaphor is unplayable on "peasant" PS5 without it, it's ok with vrr (runs 50fps average). Elden ring is the same and many other games with fps drops.

Vrr can't fix stuttering or 30fps.

Here here.

Riky was right about VRR's benefits. After the native SSD and Quick Resume, broad VRR support is the third most important feature of the current gen console hardware IMO.
 

GHG

Member
Whatever he said he was right that vrr saves many games.

Metaphor is unplayable on "peasant" PS5 without it, it's ok with vrr (runs 50fps average). Elden ring is the same and many other games with fps drops.

Vrr can't fix stuttering or 30fps.

It wasn't about it "saving" games (which is subjective, because I'd argue stuff like the ps5/xbox versions of elden ring and metaphor are a mess, even with VRR), that was never up for dispute. This man was arguing that it was giving extra performance and "fixing" performance issues.
 
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twilo99

Member
Poor Riky…

VRR can make a huge difference in certain scenarios and it almost never has a negative impact.

It’s good tech. Use it if you can.
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
It goes vrrrrrrr.

Also a nice cope for when the game doesn't run at 60, kinda helps.
 
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