VRR at the PS5: Incompatible games can jerk strongly

One should actually think that a modern console can already deal with all contemporary representation techniques. Unfortunately, this was not the case with the PS5, variable refresh rates could not be elicited, even though the support for televisions became increasingly wider. After almost a year and a half, Sony finally delivered an implementation, but it does not apply to every game.

What is VRR?
VRR couples the refresh rate of the display (i.e. the Hertz, HZ for short) to the frame rate of the game. As a result, no duplicates of rendered images are fed into the output signal, which makes the gameplay feel much more smooth.

You can find out more about VRR here:

__37 __2

Variable refresh rate

PS5: Waiting for VRR has finally come to an end, but what does it actually bring us?


Low VRR-Range

The PS5 covers an area of 48 to 120 Hz in which VRR is active. This is also used by a large part of the games, but some titles fall under the 48 FPS brand.

A current example of this is Elden Ring, which in the resolution mode lively between 35 and 45 frames per second, in performance mode, burglaries to medium 40s can be observed. So both modes fall completely or partially out of the area in which VRR can work.

So Elden Ring performs on the PS5:

__79 __4

more on the subject

Elden ring in the tech check for PS4 and PS5: Top performance is only available with a trick


If a game falls below 48 fps, the following happens:

As soon as less than 48 fps are achieved, a fixed output frequency is used again instead of the variables, at least if the game was designed for the common TV standard of 60 Hz. The transition looks very hard and all the more jerky, since above 48 FPS VRR has provided a smooth gaming experience.

To ensure that this does not happen in titles that support 120 Hz, the graphics card usually compensates for low refresh rates using low frame compensation (LFC). Rendered frames are duplicated evenly so that the game is drawn back into the area recorded by VRR. Low framerates are still perceived as jerky, but due to the more even edition, the human eye is less disturbing.

LFC is not active in games without 120 Hz mode

Since LFC doubles the native frame rate (apparently), the developers must also be intended for a 120 Hz mode, because 60 Hz will be exceeded in any case. If a 120 Hz mode is missing, LFC cannot function simply.

The YouTube channel Gamingtech shows this very well using the example of Ghostwire: Tokyo, because even in the camera recording it can be seen how the image output begins to jerk as soon as the VRR minimum is below 48 fps. In the meantime, Ghostwire: Tokyo has received a patch that makes the game 120-Hz-capable in all image modes, but the video is a good example of what happens if the protection is missing from LFC:

Recommended editorial content

At this point you will find an external content of YouTube that complements the article.
You can have it displayed with one click and hide it again.

Allow youtube content

I agree that ITube’s content is displayed.

Personal data can be transmitted to third -party platforms. Read more about our privacy policy.

Link to the YouTube content

There's A Problem With These PS5 Features..
Only titles without “VRR compatibility” are affected: It is therefore crucial for a 120 Hz output, which cannot be activated in a system-wide. Instead, the developers of the respective game decide whether they want to offer a mode for it. Therefore, Sony has also given the VRR function in the event of not supported games with the warning that a faulty presentation can occur.

VRR compatible are games with freelanced frame rate and 120 Hz output. Among them currently includes:

__17 __2

more on the subject

PS5: These 15 games support VRR


* Color discharge could make general 120 Hz mode impossible *

Didie PlayStation 5 does not achieve the full HDMI-2.1 bandwidth, which is why color information on a halved scope is output when using 120 Hz in conjunction with HDR. The aesthetic losses of a lower color sapping at 120 Hz do not want to enter into every studio, accordingly Sony looks off from an unified 120Hz option at the system level.

You should only switch off the function in exceptional cases

Chris Werian

Mostly console games are designed for fixed framerates, either 30 or 60 fps. In these cases, VRR hardly causes a change. Freight framework is less common and largely close to the 60 FPS brand, which is why VRR is still fundamentally worthwhile. Only with individual outliers can it recommend deactivating VRR and only if the titles often fluctuate along the 48-FPS border.

However, I would not overestimate the annoyance, because the performance modes of the vast majority of PS5 games are covered by the VRR implementation. Some titles in which this has not yet been the case, for example Resident Evil: Village, have already received a 120 Hz patch, which is why they harmonize well with VRR. A minimum value of 44 or even 40 Hz would have been more optimal to exclude a few individual cases, but Sony can still work on that.

I would rather question whether values below 48 FPS should be achieved in console games. Not all spider have a VRR-capable display, which is why no title should perform in such a way, regardless of the presentation mode. Stable 60 fps that leave air up as soon as VRR has been activated are significantly more desirable in my opinion.

How do you like the VRR support of the PS5?

Leave a Reply

Your email address will not be published. Required fields are marked *