Monday, April 25th 2022

Sony Announces Initial Variable Refresh Rate Support for PS5

Today, we're excited to announce that Variable Refresh Rate (VRR) support will start rolling out globally to PS5 players this week. On HDMI 2.1 VRR-compatible TVs and PC monitors, VRR dynamically syncs the refresh rate of the display to the PS5 console's graphical output. This enhances visual performance for PS5 games by minimizing or eliminating visual artifacts, such as frame pacing issues and screen tearing. Gameplay in many PS5 titles feels smoother as scenes render seamlessly, graphics look crisper, and input lag is reduced. Previously released PS5 games can be fully optimized for VRR through a game patch and future games may include VRR support at launch.

VRR will arrive globally through a PS5 console update over the next few days (make sure you are connected to the internet to receive the update). Once you've received the update, VRR will automatically be enabled for supported games if your PS5 console is connected to an HDMI 2.1 VRR-compatible TV or PC monitor. You can also turn it off under "Screen and Video" in system settings.
As an added option, you can also choose to apply VRR to PS5 games that don't support it. This feature may improve video quality for some games. If this results in any unexpected visual effects, you can turn off this option at any time. Please note that results may vary depending on the TV you're using, the game you're playing, and the visual mode you've selected for a particular game (if it supports multiple modes).

In the coming weeks, the PS5 versions of these titles will receive game patches enabling VRR support:
  • Astro's Playroom
  • Call of Duty: Vanguard
  • Call of Duty: Black Ops Cold War
  • Deathloop
  • Destiny 2
  • Devil May Cry 5 Special Edition
  • DIRT 5
  • Godfall
  • Marvel's Spider-Man Remastered
  • Marvel's Spider-Man: Miles Morales
  • Ratchet & Clank: Rift Apart
  • Resident Evil Village
  • Tiny Tina's Wonderlands
  • Tom Clancy's Rainbow Six Siege
  • Tribes of Midgard
These are just a few of the PS5 titles receiving VRR support and we'd like to thank their talented development teams. Please stay tuned to their channels for updates as you'll have the best experience with VRR once their game patches are live.
Source: Sony
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13 Comments on Sony Announces Initial Variable Refresh Rate Support for PS5

#2
Mussels
Freshwater Moderator
This is fantastic

Since the console plebs all have VRR support, all the new gaming TV's will also support it (and 120Hz) for us PC master race gamers!
Posted on Reply
#3
Thimblewad
MusselsThis is fantastic

Since the console plebs all have VRR support, all the new gaming TV's will also support it (and 120Hz) for us PC master race gamers!
Posted on Reply
#4
Calmmo
Sony finally sells TV's with VRR support and now the PS5 supports it too!

I am shocked! Shocked I tells ya.
Posted on Reply
#5
Chrispy_
Too little too late?

"Their" hardware has supported VRR from the beginning and it's ancient technology at this point in time, too. Sony just didn't consider it important enough to bother with until it affected their bottom line and it looked like yet another deficit their console had compared to the XBOX.

On the plus side, perhaps having to design game engines to handle variable framerates will finally will stop Sony's in-house titles being 30fps or 60fps framecapped rubbish that always gets such terrible ports when it's moved to other platforms.
Posted on Reply
#6
springs113
Chrispy_Too little too late?

"Their" hardware has supported VRR from the beginning and it's ancient technology at this point in time, too. Sony just didn't consider it important enough to bother with until it affected their bottom line and it looked like yet another deficit their console had compared to the XBOX.

On the plus side, perhaps having to design game engines to handle variable framerates will finally will stop Sony's in-house titles being 30fps or 60fps framecapped rubbish that always gets such terrible ports when it's moved to other platforms.
You must have both systems to speak so eloquently about them?
Posted on Reply
#7
Chomiq
MusselsThis is fantastic

Since the console plebs all have VRR support, all the new gaming TV's will also support it (and 120Hz) for us PC master race gamers!
It also forces ALLM automatically which is bad if you want to use your PS5 for watching media.
Posted on Reply
#8
Chrispy_
springs113You must have both systems to speak so eloquently about them?
Did you mean to reply to me? Your comment makes no sense as a reply.
Posted on Reply
#9
Chomiq
Chrispy_On the plus side, perhaps having to design game engines to handle variable framerates will finally will stop Sony's in-house titles being 30fps or 60fps framecapped rubbish that always gets such terrible ports when it's moved to other platforms.
www.gamepressure.com/newsroom/god-of-war-on-pc-is-4k-ultrawide-dlss-and-no-fps-cap/ze3b45
www.pcgamingwiki.com/wiki/God_of_War
So yeah, it looks like they thought about it went porting or designing games for PS5.
Posted on Reply
#10
Chrispy_
HZD and Death Stranding were two of the worst conversions in recent memory, likely because they were designed for PS4 exclusively with no thought given to cross-platform in the engine. I haven't played God of War yet, but certainly now that devs are considering the PS5 first and cross-platform is the (eventual) norm now, Sony devs are getting a lot better at thinking about the issues of non-PS versions.
Posted on Reply
#11
Space Lynx
Astronaut
This is very good news. Glad to see this. I am still hopeful I will be able to get a LG 42" C2 OLED 4K tv this Fall or Winter... it is VRR capable I believe... I know it supports gsync, not sure if it does VRR? I think if it supports GSYNC it automatically means it supports VRR? I am unsure, tv's are such a different beast than monitors...
Posted on Reply
#12
Chomiq
Chrispy_HZD and Death Stranding were two of the worst conversions in recent memory, likely because they were designed for PS4 exclusively with no thought given to cross-platform in the engine. I haven't played God of War yet, but certainly now that devs are considering the PS5 first and cross-platform is the (eventual) norm now, Sony devs are getting a lot better at thinking about the issues of non-PS versions.
I heard about HZD being poorly ported, however from what I heard about DS it wasn't THAT bad. That being said Decima dates back to 2013 and GoW uses its own brand new engine.
Posted on Reply
#13
Chrispy_
ChomiqI heard about HZD being poorly ported, however from what I heard about DS it wasn't THAT bad. That being said Decima dates back to 2013 and GoW uses its own brand new engine.
DS was okay after several patches, but the underlying issue is that the Decima engine works at 60fps internally and unless you can run it at 120fps, 180fps, or 240fps, you *will* get microstuttering. It's still, to this day, incompatible with VRR. Just remember to drop your monitor down to 60Hz if you have a 75Hz display!

The game was designed to run at 60Hz with zero flexibility, which is a shame, but also not too much of a problem given that it's not a twitch shooter - everything is very smooth and deliberate in terms of camera angles and movement, so at least 60fps isn't actually bad. HZD, and more annoyingly, Dark Souls and Elden Ring are frustrating at 60Hz.
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