VRR, or variable refresh rate, is a feature that often flies under the radar in the console world. Basically, the technology smoothens out visual and gameplay stutters that crop up as a result of varied frame rates. It's been around on Xbox since midway through the last generation — as long as your display supports the feature — and now it's arrived on PS5. So, how do both versions stack up?
The experts over at Digital Foundry have already weighed in on PlayStation's VRR implementation and the results are, mixed to say the least. The gist here is that the PS5 version is very basic, only supporting certain frame rate ranges, and it's a lesser experience compared to Xbox's implementation. Here's how Digital Foundry's John Linneman summarised their findings:
"I would say the PlayStation 5 implementation is a step down from [other VRR implementations]. It's acceptable enough but it doesn't have, ultimately, the low frame rate compensation. That's the main thing missing here, and every other option [of VRR] does this better."
"It's a good feature, it is worth having, but it's implemented with the least amount of flexibility out of every other option available. And I guess every other option meaning, the PC or the Xbox."
That low frame rate compensation comes down to how PS5 uses the feature. Basically, Sony's version of VRR has a low end cap of 48fps, meaning if frame rates drop below that figure, VRR straight up doesn't work. When running in 120hz mode, the Xbox version has no such cap and will implement VRR at any frame rate, although in 60hz the Xbox also has a cap, set at 40fps.
Digital Foundry did test a few games throughout their analysis, which again, provided mixed results. Insomniac has gone in and patched Ratchet & Clank: Rift Apart for example, which provides a smoother VRR experience, but unpatched games can struggle due to the Sony's system-wide approach. Elden Ring still suffers due to frame rates dipping below that 48fps cap, and PlayStation's VRR doesn't support PS4 games at all.
What does all this mean for Xbox users? Well, for now at least, the best console VRR is still on Xbox, meaning games should look and feel smoother to play as a result. It's not a particularly flashy feature, but we've been loving how smooth the Series X runs on our shiny new 120hz tellies, and we're glad Microsoft continues to put the effort in to properly support these high-end features.
Do you take advantage of VRR on Xbox? What are your impressions of the tech? Let us know in the comments.
[source youtu.be]
Comments 20
I really do think that vrr was a afterthought by Sony , they ( ps users ) don't want Vrr ......oh wait yes they do let's get on it
@Kezelpaso I found their video a little more nuanced than that.
While it's the worst implementation of VRR in some ways they did also mention positives, including calling Insomniac's use of VRR:
There are tangible benefits to the patch approach in that the system/game is aware if you have VRR enabled and can change settings to match. NX Gamer (via IGN) saw a frankly staggering jump in performance between 25% and 90% higher frame rates in these 3 games on Performance RT mode. This was due to the unlocked frame rate, not needing Vsync which is expensive and tweaking other settings. It also offered slightly higher quality visuals due to dynamic resolution scaling. That bodes well, especially for first party titles or anyone specifically optimising their game for VRR. Series X|S can do this too btw (Dying light 2) but Sony seem to be leaning on this approach more right now.
Digital Foundry also said it wasn't an issue that PS4 games weren't supported as they all basically run at their frame cap of 30/60 on PS5 in BC so VRR wouldn't change anything. In fact it would likely make things look worse as you disable Black Frame Insertion and Full Array / Local Dimming on most displays by having VRR active.
HDMI 2.1 VRR spec of 48fps floor is a little disappointing, but as they point out games dropping to this is more on the game and dev. Also note low frame rate compensation (LFC) can be added below the 48fps VRR floor via software, as it is in Insomniac's 3 games, it just isn't a system level feature right now. (FYI many TV's don't go as low as 40fps with VRR either right now even on Xbox. LG's OLEDs are a bit of an outlier)
Most importantly they note that VRR isn't isn't a set and forget feature on either Xbox and PlayStation. There are many games that will look worse with VRR enabled and it should only be turned on for games that really need it. They suggested a system UI toggle per game.
As someone with both systems, I've only really noticed vrr in two games: flight simulator on series x and elden ring on ps5. Switching it on for ps5 elden ring, even though its not on the supported list, has made a BIG difference for me. Dips below mid 40s aren't too common on performance mode. I think the xbox killer app for display has been auto hdr for games that dont have it. Playing outer wilds and looking down on timberhearth whilst you fly into space in hdr was so good!!
Pretty sure over 90% of players don't even have a TV that supports the use of VRR so can see why they didn't include it at launch plus from what people have told me about it on here and on pushsqaure using VRR seems to cause problems with certain games (as someone above mentioned as well)
VRR on Xbox series x is fantastic for me as it also was on my Xbox one x.
I hate screen tearing and with VRR on Xbox series x set to 120hz I have no such screen tearing on far cry 6 or Assassins Creed or any other game.
They also seem to run smooth fps wise as well.
The biggest disappointment from Sony is that the VRR they are using doesn’t work on HDMI 2:0 TVs, I am lead to believe, which really pissed my son off a Sony loyalist.
As can be seen by DF report but also other reports.
Sony as done their usual half arsed approached like they do with most things and also telling you, you need to buy a nice new Sony HDMI 2:1 tv.
Once Microsoft get the big AAA games out all being good and well, I really hope they wipe the floor with Sony as Sony at the minute to me are lowest of the low when it comes to all round customer value and care.
@themightyant The difference is that Insomniac had to patch it in as a 'Software' based solution to work with their implementation of VRR - essentially a Software controlled LFC because the implementation of VRR itself doesn't allow for that.
Xbox's solution is Hardware based meaning Devs don't need to do anything as it just 'works' and as such, works with any game - new or old - where as PS4 games don't - of course many may now run much better via BC on PS5, but if they still drop, you can't improve the frame rate.
Games that are capped to 60 can be unlocked giving higher frame rates if VRR is enabled - but on Xbox, they could just simply patch in a frame rate cap toggle (cap to 60 on/off) to do exactly the same of course.
Arguably, there are Pros and Cons to both. Sony's may give the developers more 'control' over VRR implementation on PS5 version of their games but will be 'limited' if they don't build it in at a software level and may not work at all (GT7 for example). MS's will work with any game and doesn't require any additional input from Devs, but may not allow you to 'unlock' frame rates if they have a 'cap' - which could allow the 'higher quality' visual modes to run 'better' than 30/60.
Its still better than nothing - although you may be out of luck with 'some' TV's with Sony as it doesn't work with EVERY HDMI 2.1 TV as Alex (Digital Foundry) has found out...
@BAMozzy
As for not work with some 2:1 HDMI TVs if true, is typical Sony trying to get you to buy a Sony tv.
They did this with their low Latency version of Dolby Vision for years with their blu ray players. For the same reason, buy a Sony tv and all works fine.
They are in the AV business the most anti consumer company going.
@BAMozzy To be clear Sony's is the worst implementation but I just don't see it as doom and gloom, which is mostly what I got from the article here, it pulled the worst bits without highlighting many of the positives DF mentioned. There is plenty to look forward to.
The average 40%-50% frame rate bump in Insomniac's games is great and gives developers room to push settings even if that is only for niche number of players right now. After all VRR shouldn't be used as a crutch, it's progressive enhancement only.
There are issues with Xbox's implementation too, it doesn't work properly with some games like Halo: Infinite, their flagship game, or DMC5 for some reason. DF mentioned the later in their video. It doesn't always 'just work' on all games.
Unlocking the frame rate on Xbox would also require a patch, so it's not that different from the PS5 in that it would also require dev input, even if it is just a frame limit toggle. PS5 could do this too. It would only need more work if they wanted to add LFC or make other changes, which they don't have to if their game is well optimised in the first place.
Almost all PS4 games run at a locked Frame rate on PS5 in BC even those that varied wildly previously like Just Cause 4. The ones that don't like Bloodborne have an issue in the game code that even VRR wouldn't fix, John Linneman mentioned this.
Re: Alex Battaglia, he mentioned he's on a Samsung NU8000 series TV, those don't typically come with HDMI 2.1 (though potentially a few later models might have or in some territories) See Rtings.
@uptownsoul Completely agree it's a niche thing only usable by a small proportion of users with (generally) expensive televisions or monitors. Most people that play games aren't that fussed with uneven framerates or lower graphical settings they just want to enjoy a good game.
That all said we're here on an enthusiast site, if we can't talk passionately about VRR or other similar tech here where can we?
Xbox have been so forward thinking with visual features at their bleeding edge (at least from a console point of view) in their Xbox consoles, every gen.
Xbox - HD output
Xbox 360 - Multiple HD outputs, resolutions.HDMI output after launch model
Xbox One - VRR, HDR, 4K, 120HZ, ALLM
Xbox Series - The above simultaneously, Auto HDR
Even if most people didn't have a TV to support them, MS offered these features and I think that's great. They have pushed and helped to bring standards to the fore and be adopted. They have to be applauded for that.
I have no doubt forgotten some features too.
Sony really dragged their heels on VRR, as above it was included on last gen Xbox consoles!
We all know why though don't we? And we all know why the rate is 48-120, and not 40-120 like on xbox.....
EDIT:
Here's the answer...
Sony TV's didn't support VRR until recently, and now they do it's the 48-120 range only. Funny that isn't it?
It's almost like they wanted you to buy their TV and purposely borked features on their premium console to discourage you from going to buy an LG (or other) in the meantime. Hmmm. They wouldn't do that would they?!?!?
Better VRR, Auto HDR, Dolby Vision, Atmos….Series X really has been a dream for techies IMO.
I guess Sony's strategy with VRR is to extend beyond 60Hz rather than be the "fix" for "broken" games.
My TV has VRR; but is only 60Hz.
The VRR range on my TV is 40Hz - 60Hz.
Elden Ring looks very smooth on my TV in performance mode on Xbox because the range at least dips down to 40Hz. However, the game in Performance mode should NEVER rely on VRR down to 40Hz. 48Hz - 60Hz should really be an easily achievable range.
I feel this is Sony's way of saying "Do better" when it comes to games meeting the 60Hz target, but feel free to go beyond with VRR!
That being said, I love Series X VRR over PS5. LOL!
@UltimateOtaku91 yeah TV's that have 4k hdr can do 120fps & support vrr are crazy expensive
@JetmanUK
Totally agree and you are totally spot on with anti consumer Sony reasons, they treat their loyal customers both console and AV market like mugs.
The X90H can't do VRR properly, not sure why people thought the console would be any good at this.
"The gist here is that the PS5 version is very basic, only supporting certain frame rate ranges, and it's a lesser experience compared to Xbox's implementation."
Another half arsed feature implementation from Sony, no one should really be surprised by this....but, as always, they will leave it to their loyal fanbase to defend it 😅
So Sony implement "NVVRR - Not Very Variable Refresh Rate", as it doesn't like to vary outside it's comfort range...
I have a Iiyama G-Master Red Eagle GB2770QSU-B1 - QHD IPS 165Hz Gaming Monitor hooked up to my Series X, which is a hdmi 2.0 monitor, which does support 120hz QHD resolution and VRR at the same time, and didn't cost an arm and a leg at 320 euro's I think. Will hook it up to my PS5 when I get it back from loan next week to see the new PS5 VRR options, although I thought PS5 doesn't natively supports QHD resolution, or has that changed too?
PS VRR cuts out at 40 fps because PS games rarely drop to 40 fps if ever!!
After spending quite a while with VRR on both Xbox still offers by far the best VRR exp.
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