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El framerate de este video se ha medido con una herramienta interna del modelo PG32UQ de Asus, que nos permite calcular los fotogramas en tiempo real incluso con VRR, algo que no es posible con capturadoras actuales: twitter.com/analistadebits/status/1522132726069010432 The framerate of this video has been measured with an internal tool of the Asus PG32UQ model, which allows us to calculate the frames in real time even with VRR, something that is not possible with current capture devices: twitter.com/analistadebits/status/1522132726069010432
Imaging If you could play Forbidden West at almost 50fps like ratchet, that would be awesome cuz the Fidelity mode really has an advantage over Performance in quality, at least If you have a nice gaming Tv you can notice it more, eventhough I think that ratchet was hitting 50fps cuz It already runs at 40fps, but I might be wrong tho
@@killrblue Most of console players are not 60 fps maniac. Feels smooth? Yes. So why we wouldn't play in fidelity mode with native 4k and stunning graphic? 40 fps mode from insomniac games was already a big change compared to 30 fps now its perfectly fine to enjoy and play with variable refresh rate : )
VRR is not increasing the frame rate. They simply unlocked the frame rate because VRR can now hide such massive fluctuations and dips. So this game could have run at this frame rate the whole time, but because VRR wasn't available they capped it to 60fps.
@@johannessguten2527 Fidelity FX Super Resolution and especially full RDNA2 GPU resource saving features like Mesh Shaders, Variable Rate Shading & Sampler Feedback Streaming will be huge this generation even on their own, let alone when all being used together. FSR allows the GPU of the PS5 or Series X to render the games graphics at 720p-1080p but display them at 4K saving GPU resources from having to render the graphics at Native 4K. But the full RDNA2 features of the Series X will free up GPU resources even further by using the tech features listed to draw the graphics using much less GPU resources than before. Boosting GPU performance by up to an additional 35+%. The games using full RDNA2 + FSR are going to look incredible.
@@nongmaithemavinash3977 I were talking about graphics & performance from both these new consoles in general, short bus. Some people can talk about both consoles without thinking "fanboi" bs, son. You're projecting, kid. Don't let the reality of what I said hurt you, little fella. Just think about it from interest in the tech or from the perspective of an actual gamer rather than a "fanboi" and you should be far less triggered.
@@nguxurr9667 Well compared to it's competitor the PS5 performs worse in most titles. Sometimes the difference is pretty big, e.g. a recent example is Dying Light 2 which is locked to 1080p 60fps in performance mode on PS5 while Xbox Series X offers 1440p 60fps - that's twice the pixel density. In general there are a lot of games which target higher quality or resolution on Xbox. In a few titles PS5 performs better for a couple weeks until the Xbox version is patched (and in some cases outperforms PS5 then, e.g. AC Valhalla or GTA Trilogy).
3:08 The headroom on the fidelity mode is insane. Makes you realize how much console performance devs have to sacrifice before getting a locked 30 fps. If it was on PC I would just leave it unlocked VRR or not XD
The headroom is needed for a locked experience, at least 10 frames more, but the ideal number is mostly 15 frames, It depends on the 1% low they get when testing the game to be sure It will never drops lower then the target.
It's probably due to v-sync being turned off in VRR mode, so the PS5 GPU delivers frames as fast as possible and due to the "built-in" headroom for a consistent 30fps lock.
@@PursuedByAMemory I wouldn't think v-sync would have slowed down a 30 frames target game though, since PS5 only needs to deliver a new frame after every 2 refreshes of the 60 Hz screen and you would expect the delivers to push resolution and graphics until they can't deliver that in time. Idk... v-sync is confusing.
Pro-tip: Older HDMI 2.0b displays can support PS5 VRR when using "Freesync Ultimate" setting. If it's not working for you, try using a different HDMI input. Some of the HDMI 2.0b displays have a particular HDMI slot designated for higher bandwidth.
One has to account for Low Frame Rate Compensation built into HDMI 2.1 - it can report double or triple the framerate. The new El Gato VRR logging will report the same double or triple of the framerate.
The star of the show is still Performance RT mode in Spidey and R&C. Not only is the fps through the roof but the image quality is absolutely pristine. My eyes popped when I launched the games after the update :)
@@KingShaqxYahudah why 40 FPS? Just unlock it and allow VRR to do its thing. If TV's do not support VRR force it to 30 FPS like normal. If it falls below the 48Hz threshold then allow dynamic resolution or FSR to kick in and push it back past 48 FPS. Simples.
@@caralosmendezgomez9048 don't be stupid, dude. A RTX 3080 costs MUCH MORE than a PS5 and you also need other hardware. PC costs WAY MORE than a console.
Yo he jugado ha Nintendo NES en mi monitor Acer predator a 60hz con un convertidor hdmi¿Eso quiere decir que me funciona a 60 FPS? ¿Mi Nintendo NES tiene VRR? .¡Por favor...!
What is the power consumption in Ratchet and clank and Spider man in fidelity mode / RT performance mode with uncapped frames? :) maybe You can do short film about consoles power consumption?
@@brandon_nope i know. Im just quite curious because highest consumption i could get was im R&C in the cosmic bar. There is sitting some kind of sheep im from on the bar, and in Photo Mode when You zoom into her furr console can eat up to 245 Watt:) it is in fidelity Mode capped to 30 FPS as i dont have 120hz tv.... It makes me curious wher Sony engineers set the watt limit.. It wont be on 350 level of course, as psu shouldn't excess c.a 80% of its top wattage and console itself need to have Reserves to e.g power upcoming psvr2. So as i said. Its just me and my curiosity :)
Native 4K at 50-60 FPS is INSANE for a game with so much detail and in such a large world. If every studio worked as hard as Insomniac we'd have good AAA games again
Devil may cry 5 can't even hold a steady 120fps at 1080... You're defiantly not getting native 4k with newer titles. It's probably more like dynamic 4k
Impossible native 4k at 50/60fps with ps5/xboxSX in AAA games, not even with 3080ti you can do it on some titles and in the future it will be even worse, maybe with ps6. 😅 (I have ps5 and pc with 3080ti)
Uncapped RT Performance with it's dynamic resolution seems to stay way over 60fps. Does it mean that it always remained at fixed 1440p resolution the whole time?
It already has it. Insomniac’s ‘temporal injection’ is the best software upsampler in the business. Which is why the image quality is so good even in performance mode.
This is the best that had happened to PS5 so far, Im so happy to play in Fidelity mode finally with 60fps feeling on both Spiderman and Ratchet. Only Horizon is missing from this list to make PS5 the best next gen console so far.
Nope thats not an fps boost. The developers just unlock the frame rate, the normally lock the frame rate to hide the fluctuations and drops. The vrr just allow that extra frames to look smooth by adjusting the refresh rate in you screen.
This VRR update makes me want a ps5 real bad. 30 fps > 50fps 60 fps > 90fps Nothing is capped at 30 anymore. Devs can target various framerates while maintaining great graphics.
Im curious now, like spider man being dynamic res at 60fps... as the uncapped version doesn't drop, the game doesn't go below 1440p? As the game can perform even higher than 60fps
Está genial que desbloqueen el framerate en tantos juegos. Lo único que no me gusta es que solo tiene VRR por HDMI Forum, dejándonos fuera a los que tenemos VRR por AMD freesync en HDMI 2.0
@@Danielit0h92 es el estándar que tiene HDMI, como tú TV es 2.1 puedes usar VRR con o sin Freesync. Existen displays HDMI 2.0 que pueden usar VRR mediante freesync o gsync, y Sony dejó afuera esas opciones.
@@eliteshergio7375 Que complicado todo, la Cx yo tengo la opción Amd Freesync premium activada. Quieres decir que hay paneles con estas opciones, pero al no ser 2.1 se quedan fuera? Pues vaya putada...
@@Danielit0h92 eso mismo, yo uso VRR en mi laptop (hasta 144Hz) y mi Xbox (hasta 1440p 120Hz) sin problemas, pero PS5 dice que el mismo monitor no es compatible :/
@@eliteshergio7375 Different VRR formats Unfortunately, there is not just one variable refresh rate format. VRR started in the PC gaming domain, where two graphics card manufacturers - AMD and Nvidia - are locked in an eternal battle for supremacy, and each has its own VRR format: AMD's is called FreeSync and Nvidia's is G-Sync. If you are a PC user, the VRR format you can use will depend on which of the two companies made your graphics card. Advertising It's widely believed that a TV needs to support Freesync or G-Sync to support VRR from game consoles, but that's not really the case. That's because there is a little talk about the third VRR format, called HDMI Forum VRR, or even just HDMI VRR. This VRR format is part of the HDMI 2.1 spec and is starting to appear on some TVs, even some that officially only have HDMI 2.0 connectors. It's also worth noting that a TV that supports HDMI 2.1 will definitely not support HDMI VRR, although that's likely.
One Question Please : In the Miles Morales Settings, when I have VRR Enabled, should I also have the 120hz option in the main settings on also? Would it give more FPS even if the graphics drop lower?
Yeah. Graphics or resolution does not drop lower to hit these higher frames though, its crazy. No graphic settings or res is lowered. In fact, dynamic res is pushed higher!!!!
@@TheeThunderGod I'm pretty sure that when I go into the pause settings menu in Miles And Ratchet And Clank and I turn the 120hz mode on that the graphics resolution definitely does drop, but I'm sure that would also increase the frame rates, I think that mode is mostly better for the Fidelity mode, I think I'll have 120hz turned off but VRR On, But have the 120hz Turned On in the Main PS Menu Settings
@@sadisticseabeast2749 it ONLY drops res if ur PS5'S 4K transfer is set to -1 or -2. That limits bandwidth to hdmi 2.0 bandwidth which makes it drop to 1080p. RESOLUTION OR GRAPHICAL SETTINGS ARE NOT TOUCHED. In fact, dynamic res is actually pushed higher. The RU-vidr Frog whatever had the issue ur talking about and i walked him thru it. Change 4k transfer to AUTOMATIC BEFORE U BOOT UP THE GAME. Ur welcome
I noticed the limit of the PS5 vrr implementation is 48 HZ minimum. Watching your video, I noticed that Elden Ring didn't get lower than 48FPS. I have seen this game dipped down to the 30s. Did you notice any issues once it hit 48 frames per second? Thank you.
@@gringuz7710 Hi, what do you mean with doesn't work? LG 55G1 user here. Tested it yesterday, and yeah the framerate is frequently under 60 but I feel that the movement is smoother when the amount of hz matches the amount of fps. It's not a mind-blowing difference but it's definitely smoother imo. Felt it the most after playing half an hour with vrr on and then switched it off.
@@Lava-Puperze doesn t work on games that not support it...if you try elden ring or Horizon for example there isn t difference, so imho you must left it on AUTO without forcing it on games without the vrr patch. I think on Spiderman or other games with vrr patch work perfectly and u can feel the difference. I also have a pc gaming for 1440p 144hz and belive me, my eyes know the diff between 30/60fps with or without freesync/gsync.
@@gringuz7710 Elden ring does work with VRR. What the user above was pointing out is the fact that the PS5’s VRR range can only go as low as 48hz. This means if a hame drops below 48fps (elden ring frequently does in fidelity) then VRR will stop working until it goes back above 48fps.
que llamativo que en la demo del robot de ps5 vaya clavado a 60fps con vrr on a pesar de la baja carga gráfica, y eso tiene una explicación y es que seguramente ese sea el único juego que vaya clavado a 60fps y el vrr no tiene que 'corregir' nada, que para lo que sirve el vrr para evitar el tearing en los bajones de frames (o en alzas en juegos de pc con los fps desbloqueados) y hacer que los Hz coincidan cuando se muestre un frame. Por ejemplo si un juego baja a 40fps te sube los hz a 80 para que coincidan 2hz por cada frame y no te de un mal efecto de tearing en pantalla
@@ElAnalistaDeBits Rift Apart also has it, I found it to be incredible, maybe the best mode since the VRR update, it's pretty much 100 fps and looks sharper than RT mode.
So explain this to me. Does the game actually runs at higher frames or is it just being displayed at higher frames ? Like will I notice the difference between the inputs and the game being displayed on the screen. If the game is actually running at higher frames why do we need a VRR compatible display?
It really runs higher and you will clearly see and feel it. Only VRR displays can do this because the frame rate going up and down will appear stuttery without VRR, it constantly adjusts the display's refresh rate to match the fps. So without VRR, those higher, fluctuating frame rates would look horrible.
What about dynamic resolution in this? Is it now getting locked to a lower limit of predefined dynamic resolution scale in order to achieve 120 fps or is it still dynamically changing like it does when locked to 60 fps?
Remember the fidelity modes are native 4k so no dynamic res I would expect the performance modes though to have the dynamic res hit the lower bounds more with vrr on
@@SimplexPL I honestly don’t think dynamic res would kick in unless it’s dropping below 60 (remembered it had v sync originally which was taking away an extra 10-20% of performance)
@@johannessguten2527 I don't understand. 1440p dynamic with 60fps means that any time the framerate would drop below 60, then the resolution is lowered from the max 1440p to something lower, to prevent framerate loss. But what is happening when dynamic resolution is paired with unlocked framerate? I'm assuming that in this case the dynamic resolution is always at the lowest possible level, because the framerate is the highest possible. But that's just my assupmtion, that's why I asked.
I had to leave another comment because I also have a Series X but seeing what sony is doing, they are making VRR better on Playstation compared to Series X, especially in fidelity modes. This really is a game changer for Sony
Lol what? VRR in PS5 is absolutely lacking. A crap per game solution instead of hardware forced on everything. 120 FPS games on Playstation can barely keep their FPS in the 100's. Add the new features they will need in next gen games and here we have a disaster.
@@VTorner halo infinite at 120fps is dynamic 1440p goes below 1080p and the frame rate also can dip quite hard and doesn't have RT. Yet these games can do dynamic 1440p stay above 1080p with RT and still have really high frame rate. So yea it is very impressive.
Right - it seems possible. For Insomniac's Temporal Injection in their own engine, they prefer 1440p, 1620p, 1800p, 2160p ranges. It looks great. So a true 120 mode at let's say 1172- 960p baseline might not 'survive' the reconstruction to UHD display effectively at very low resolution. 120/native 1080p on HD would look fairly crisp with higher visual presets. 1440p is the sweet spot to have enough image data/ML or temporal headroom for nice reconstruction to a 4K output target, and 1440 claws back lots of extra performance.
@@griffgames9538 en realidad creo que no bajaria la resolución, creo que hay estipulado un mínimo de fps que será 60, si baja de 60 también bajará la resolución, lo que estamos viendo aqui simplemente es a lo que da la consola desde 1440p hacia arriba. Eso pienso yo no se si será asi
you need 120hz monitor or tv, the game automatically recognize it and in the ps5 setting turn on 120hz, in game setting you should turn on 120hz mode to, then the game automatically uncapped, dont forget to use the vrr so you might have no issue such tearing
Great analysis you only missed deathloop that added ultra performance 1080p up to 120 FPS with VRR 👌 now thanks to VRR we can finally see the huge headroom which Is 50% of unused power And that's without the hardware features of ps5 which will further boost the power and performance. Native 4k up to 60 FPS with 4k resolution on the Ray tracing reflections and 1440p Ray tracing reflections with 100+ Frames mind blowing. Insomniac are the best PS5 Is a beast In Mark Cerny we trust
@@jayzeta150 unfortunately I think @Raios Rogue was already being “that guy”. He literally said “PS5 is the best” and “in mark cerny we trust” like it’s some cult following lmao
Ps5 is like having mid grade amd hardware in a pc. Defiantly not a beast and good luck getting native 4k at 60fps unless it's a game like quake or centipede...
Great! Now all they need is Dolby Vision support (it can be easy supported because the PS5 had 2.1 port) And they need to lower the VRR Hz range to 20Hz And they need to do something similar to quick resume in Xbox!
@@johannessguten2527 no idea 🤷🏻♂️ their TVs support VRR from 20-120Hz so I can’t see why they didn’t go that low! Or at least they could’ve offered LFC through the Brute force option so it could give a smooth frame rate if the game dips below the 48hz target
Porque el v-sync quita fps y tener el juego con fotogramas muy variables da muchos problemas en pantallas no comoatibles Y que sea de resolución variable no quiere decir que todo el tiempo esté por debajo de esa opción, la resolución solo baja del tope cuando los fps baja bajo el limite eatablecido
Porque el objetivo en ese caso es mantener los 60fps con la "misma carga grafica", más que mantener los 1440p, para que el juego sea "fluido", tenga la misma cantidad de elementos en pantalla y no presente otros defectos como el screen tearing o artefactos. Por eso en secciones de poca carga gráfica corre a 1440, y en secciones de mucha carga gráfica corre en menor resolución. Podrían desbloquear los 60fps para cualquiera pantalla, pero al no tener el VRR se presentarian varios problema como los que mencioné anteriormente.
Ps5 monster? VRR works only on selected TVs not on gaming monitors🤮 I have the ps5 and a 144hz 2K monitor, Ps5 does not support 2k and VRR on gaming monitors Xbox does all of that day one….
@@BlancoMD what about ratchet and clank? Its a new game and still had good performance and dont forget the ray tracing I'll say that pretty impressive no matter what you say. Not sure if what you're saying about the VRR is true but it still doesn't mean the performance is poor when it is available, and those thing can get patched anytime.
Question: for the Fidelity Mode + VRR do I need to activate 120HZ Mode? Or is this also possible with 60HZ and VRR? So that I can play Fidelity with unlocked FPS.
You have to activate 120HZ mode to get the 40FPS option. VRR then unlocks the frame rate so that you get additional FPS. The normal Fidelity mode (with 120HZ) is locked to 30FPS.
@@alexmann6584 thank you very much. This is cool. I will activate 120HZ then. I hope Sony and the developers will make more games ready for this. You can play native 4K with unlocked FPS. Like in Spider Man.
Pues yo no se si será verdad, pero en los vídeos noto mas fluido los 60 que los supuestos 75-90... minuto 1:10 en la izquierda mientras gira se ve todo perfecto, mientras en la derecha que se supone va a 80 fps hay muchos microsaltos. Es posible que aunque sea verdad que va a 80 fps haya mucho mas stuttering ?
Eso pasa porque no está sincronizado el video con el juego para eso sirve el vrr, para sincronizar los fps con los hz de la pantalla y no existan errores graficos como stuttering.
but wait, if the tv supports 120 hrz and you activate the 120 hrz mode in the game racket and clank rift apart he specifies that if you have activated the 120 hrz mode plus the vrr you will also have double the latter.
Just to be clear VRR didn’t increase FPS. It just means developers can uncap the frame rate and the fluctuation no longer causes screen tearing and stuttering.
Brutal el efecto del VRR en los juegos, ver juegos como los Spider-Man o Ratchet and Clank en el modo performance superando de largo los 60fps y con esa suavidad que da el VRR al sincronizar hz y fps es una locura. Pero a mi me ha impresionado mas ver estos juegos en modo Fidelity 4k, graficos al maximo y ray-tracing activado y ver que se mueven entre los 50fps y 60fps estando desbloqueados, que barbaridad! Una lastima que yo no pueda hacer uso porque mi monitor pese a tener Freesync no es compatible con VRR en PS5... 😢
@Arfghie Yo también prefiero la calidad gráfica, pero precisamente VRR lo que permite es que mantengas la máxima calidad gráfica y a la vez jugar a 60fps o casi sin notar tirones en la fluidez por la fluctuación del framerate. Que es mejor jugar a 4k con gráficos al máximo a 30fps o exactamente igual pero a 50-60fps? Sin perder un ápice de calidad gráfica!
@Arfghie A ver de 30fps a 60fps se nota y mucho, una vez pasas de 60fps y vas subiendo se sigue notando pero cada vez menos conforme aumentas. En mi opinión que con el VRR puedas tener misma calidad gráfica y más fps al ser desbloqueados y no notar los "tirones" de la fluctuación al sincronizarse hz y fps es una maravilla! A partir de ahí para gustos colores.
@@tolestyle al menos gracias a eso juegos ya no seran un problema a 30 fps,aunque mi televisor pese a no tener freesync, tiene algo similar llamado opera soup effect pero es mas feo
@@panuru9175 Para mi 30fps nunca han sido un problema, siempre que fueran perfectamente estables. Pero obviamente si un juego puede ir a más de 30fps sin sacrificar ningún otro aspecto es más que bienvenido, y el VRR ofrece precisamente eso, una maravilla!
All we need is vrr patch for gran turismo 7, horizon forbidden west and death stranding.. if not vrr, just to add 40fps with 120hz display mode patch for those games, even for gran turismo 7 so we could have ray tracing during gameplay..
so here is my opinion, sorry if my english bad. why the games get extra performance with the vrr enable? because the develover capped (limit) the fps 30 (for fidelity) and 60 (for performance/ rt performance) so it cause no tearing or stuttering. the monitor or tv on common only know the 30 60 and 120hz, below that you might get stuttering and if above that you might get tearing. with this vrr the dev can push the gpu power to its limit and no limitation from "capped" frame rate. so the vrr is not the "boost" but it help the hardware to show their true power.
Estas tecnologías (fsr 2.0 incluido) son críticas para permitir a las consolas de nueva generación alcanzar los 4k/60 fps prometidos hace un par de años.
Al día de hoy es imposible un 4k 60fps aún para tarjetas gradicas de gama alta los 4k nativos no son necesarios por que entre un 4k nativo y el 4k dinamico no hay diferencia nunca jugando notas las bajadas de resolucion tenes que tener un ojo vionoco par a poder notarlo así que igual tenes un 4k y 60fps en las consolas hay esta que estas tecnologías serán un potenciador para las consolas si podrán ir a 4k nativos tal ves a mas de 60fps si pero será la misma experiencia que a 4k dinamicos
@@sstivenlopez6767 Hoy en día es imposible, por eso es tan importante que aprovechen las capacidades de las tecnologías más modernas que tienen las consolas nuevas para estar más cerca y no sólo que un juego corra mejor que en las consolas de la generación anterior por fuerza bruta.
And we are still here, with our powerfull PS5 (without real PS5 games) and a Last Guardian or RDR2 (and many others) at 30 FPS until developers release a patch to just unlock the framerate... Maybe never.
Since the applicable range of VRR of PS5 is 48hz-120hz, is there any problem if it is below 48Hz in fidelity mode? Isn't 40hz fixed mode better in Fidelity mode?
This is the one aspect of all of this I still don’t understand myself. What happens when frame rates sit between 30 and 48 fps? Does VRR provide any benefit in that case? I’m hoping Digital Foundry explains this in their inevitable video on these updates.
@@benjaminm.v6668 I am personally confused because the PS5 explicitly mentions 48Hz being its minimum for VRR, but on top of that, in testing on my LG C1 TV, when I tested the Spider-Man and Ratchet fidelity modes, my TV’s VRR readout is just locked to 119hz, even though it shows VRR as enabled, which obviously isn’t the actual frame rate. Testing the “performance” modes, it shows accurate VRR readings, but when the frames are down closer to 40fps, for whatever reason my TV isn’t showing me the actual refresh rate anymore. I had assumed that was because frames were below that 48hz threshold, but I don’t actually know for sure.
Under 48 fps the games are using low framerate compensation. This requires a 120hz container which is why games need to be patched to work properly if it goes below 48 fps. Sony could fix this by releasing an optional system wide 120hz output, but that will probably be another 1.5 years of waiting
@@TANuclear Do you know why, at least from my tests, I have never seen Spider-Man’s fidelity mode register as anything other than 119 hz on my C1? I think I get what you mean about using a 120hz container below 48fps. But I tried hard as I could to get the game to run faster than 48fps (looking at the sky, ground, etc), expecting to see my refresh rate to appear in the 50hz range for a bit, but couldn’t get it to happen. Perhaps the fidelity mode is “locked” into this container even if the true frame rate exceeds 48fps…?
Se imaginan un juego tan brutal en gráficos qué ps5 solo lo pueda correr a 30fps? De solo pensar cuan realistas pueden hacer los juegos con esta nueva potencia me hace querer adelantar los años para ver el final de generación de ps5 y xbox series x
Me imagino un The Last of Us 3 ya que en PS3 exprimió la consola hasta el máximo con su 1er juego y en PS4 el 2do juego también exprimió la consola hasta el máximo.
Vamos a ver un primer salto gráfico cuando comiencen a salir los juegos en unreal 5 y si logran implementar fsr 2.0 a tiempo además van a traer un salto grande en performance. Ya hay varios en camino con mucha pinta!
Pues bro con tan solo ver el mítico forza horizon 5 en series x el gears 5 hivebusters ya te das cuenta los graficasos tan brutales que habrán de ahora en adelante y la potencia que tiene la consola series x
me acuerdo mis amigos pcerdos como chingaban con sus fps, y les decía que no me importaba y que en ocasiones 60fps puede verse raro, que era esa la razón por la que en las películas corren a 24. la diferencia es que en las películas la toma es fija y ahí si doy la razón. para mi 35-45 es la velocidad perfecta para un videojuego
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As I see, PS5 games run with VRR better, if they get a special patch. In the other cases you can use a system level VRR, which is not so good, if the game isn't patched (look at Elder Ring in the video). My question is how does it work on Xbox? Is there any difference between patched and not patched games, when you enable VRR in console settings?
I'm still not sure. Even with VRR a fluctuating framerate is a fluctuating framerate. Input latency changes on a scene by scene basis or even within a few seconds - you can feel that! I still prefer locked framerates because of the consistency.
I generally find that if you're above 60fps fluctuations are much harder/near impossible to tell. Below 60fps I normally cap for consistency. In a 60hz game anything down to the low 50s is usually fine too though. Of course this also depends on how quickly the FPS changes from scene to scene.
@@fpstechtesting7653 I'd say above 70. But in this example Spiderman in fidelity mode went from 30 to 60 and back - I tried it myself and while it is nice in some scenes it's just feeling terrible. People do treat it like the best thing since sliced bread. More FPS isn't always better.
@@RobOngrui exactly, that particular example is not a good case for VRR, the frametimes are too far apart much below 60fps. VRR can be very effective but it needs to be used intelligently; either to help with minor, rare drops, or be used in high FPS (60-120)/ lower resolution modes. Also, I guess to cap at a specific fps, although I can't see devs doing this on console. VRR gives developers many more options. This is what I'm most excited about. They are no longer forced to rely on dynamic resolution as a means to get the most out of the console. In reality, I doubt many developers will put the effort into creating bespoke modes, at least in the foreseeable. In the long term though I'm excited about VRR. I think we are going to see even more choice on console when it comes to framerate and graphics modes.
@@fpstechtesting7653 tbh - I hate the options given to me these days on console. I always have the feeling I need to sacrifice something. Framerate Vs Fidelity. VRR is interesting but as the PS5 relies on the HDMI 2.1 implementation I don't think a lot of people will care and therefore the Devs won't either.
@@RobOngrui I'm the opposite, but I totally understand where you're coming from, and yeah the majority of people won't care. I feel like these games need a default/recommended mode and then hide the "advanced" modes behind another menu. That gives users more options without sacrificing the plug and play convenience of a console.
Ahora faltaria una comparacion d frames d muchos multis en series x vs ps5 con el VRR activado en ps5 vs series x saludos,ya q muchas comparativas estaba activada esta opcion en series x y aun asi en ps5 el framerate era mas estable no me quiero imaginar ahora,creo q se vendran suicidios masivos de xboxers,es q es increible un juego como spiderman q no es moco d pavo con RT activado llegue a los 100 y 120 frames es d locos
Uno tiene que tener en cuenta la compensación de baja velocidad de fotogramas integrada en HDMI 2.1: puede reportar el doble o el triple de la velocidad de fotogramas. La capturadora de El Gato VRR reportará el mismo doble o triple del famerate.