futureproofing is never uselessYou guys should watch the video. It's pretty broken/useless right now.
Hopefully it becomes a new standard for TVs and consoles in the future.
futureproofing is never uselessYou guys should watch the video. It's pretty broken/useless right now.
Hopefully it becomes a new standard for TVs and consoles in the future.
I don't really get the point honestly. Isn't it better to just force the developers to raise the fps to 60? Screen tearing gets less annoying the higher the fps.
No they won't. The drops will be less noticeable but there's still a difference between variable and locked even with freesync.
Did you watch the entire video?True but now it'll be almost as smooth per DF "No longer are unlocked frame-rates a problem - in fact, 40-50fps gameplay can look almost as smooth as 60fps"
Seriously? Xbox owners don't "put up" with a "limited" library. Way to shit on something decent...
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I noticed this too and was hoping it wasn't per game. I actually noticed a "VRR" tag and was like "what could that be?" then saw Vairable Refresh Rate on some games. Gears of War 4 I think is where I saw it first. (I guess it might've been Forza 7)I think DF here assumed FreeSync was system level but I thought it was title by title?
Might explain the games that did not show a difference, some games have the VRR tag some dont on the store.
https://www.microsoft.com/en-gb/store/top-paid/games/xbox?gamecapabilities=capabilityxboxenhanced
Seems like many games have issues with the feature right now. I suspect next gen this is going to be a standard feature and many TVs by that time will support it. It's an exciting technology but it seems like something that is in beta right now on the XB1X.
I don't really get the point honestly. Isn't it better to just force the developers to raise the fps to 60? Screen tearing gets less annoying the higher the fps.
The tech was coming regardless of it being included in the XB1X. It's going to be a standard thing on the next consoles.A lot of games can't reach 4k, VR resolution isn't where it needs to be, streaming tech can/will get better, etc. Point being that everything starts somewhere and somebody has to light the fire. I agree that next gen this will probably be standard but this implementation is the needed "baby steps".
I think DF here assumed FreeSync was system level but I thought it was title by title?
Might explain the games that did not show a difference, some games have the VRR tag some dont on the store.
https://www.microsoft.com/en-gb/store/top-paid/games/xbox?gamecapabilities=capabilityxboxenhanced
The tech was coming regardless of it being included in the XB1X. It's going to be a standard thing on the next consoles.
I think you don't realized that you can play more games on Xbone than you can on any other console this generation?This is the one feature I hope more people demand for in future consoles. Xbox owners got something that makes putting up with the limited library worthwhile.
Hmmm... I don't know. I'm kind of disappointed honestly. I was expecting it to be a HUUUUGE deal. But that's probably my fault. Now thinking about it - there aren't that many games that would benefit from this. Maybe once it's standard developers will start adding framecap toggle in.
You just need unlocked framerates, Vsync on or off makes no difference when you have a Freesync Display.
Digital Foundry said:The fact that tearing isn't eliminated in Xbox's FreeSync implementation is a genuine surprise here - after all, tear-free gameplay is one of the big sells of the entire concept. What Microsoft has currently delivered is the means by which to improve fluidity, but only in games that enforce v-sync.
This is the one feature I hope more people demand for in future consoles. Xbox owners got something that makes putting up with the limited library worthwhile.
"limited", lol. 500+ games on mine but whatever, there are many things that already make the X worth while.
There is also Gears 4I noticed this too and was hoping it wasn't per game. I actually noticed a "VRR" tag and was like "what could that be?" then saw Vairable Refresh Rate on some games. Gears of War 4 I think is where I saw it first. (I guess it might've been Forza 7)
List of games I see that have the "Variable Refresh Rate" tag
Pillars of Eternity
Hellblade
Disneyland Adventures
Rush: A DisneyPixar Adventure
Zoo Tycoon: Ultimate Animal Collection
theHunter: Call of the Wild
I can't remember where I saw the "VRR" tag, but I know I've seen it... at least once
Oh duh, I didn't list Gears 4 and Forza because I had already mentioned them beforehand. Lemme edit.
Oh my god, this video is a waste of time.
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I'll drop this here just in case people wanted to know about FreeSync and how it compares to Gsync https://www.youtube.com/watch?v=mVNRNOcLUuA -- which is probably something they thought this 22 minute video would have at least touched on.
Why exactly? It was just a quickie done while I was in town but I'm not sure what you're looking for. Who cares about G-Sync in this specific instance when Xbox One won't support it? G-Sync is limited to specific monitors paired with Nvidia graphics cards. This is about how VRR works on a console.
Gears 4 doesn't seem to benefit. We tried. It uses adaptive v-sync and still showed similar issues as always.
"limited", lol. 500+ games on mine but whatever, there are many things that already make the X worth while.
I think DF here assumed FreeSync was system level but I thought it was title by title?
Might explain the games that did not show a difference, some games have the VRR tag some dont on the store.
https://www.microsoft.com/en-gb/store/top-paid/games/xbox?gamecapabilities=capabilityxboxenhanced
It's crazy then why I bought a Xbox One this year due to how expansive the library of games there are.This is the one feature I hope more people demand for in future consoles. Xbox owners got something that makes putting up with the limited library worthwhile.
Who cares about Gsync in this context?I'll drop this here just in case people wanted to know about FreeSync and how it compares to Gsync https://www.youtube.com/watch?v=mVNRNOcLUuA -- which is probably something they thought this 22 minute video would have at least touched on.
Why exactly? It was just a quickie done while I was in town but I'm not sure what you're looking for. Who cares about G-Sync in this specific instance when Xbox One won't support it? G-Sync is limited to specific monitors paired with Nvidia graphics cards. This is about how VRR works on a console.
That game should be a locked 60fps on the X.Hmm, please test Titanfall 1 peformance on the X
As a patreon sub I demand it.
That's strange to hear, considering they list that game as offering VRR.Gears 4 doesn't seem to benefit. We tried. It uses adaptive v-sync and still showed similar issues as always.
It will have no screen tearing. Not saying I've actually tested it, but that would be my prediction based on past experiences. The extra power of the X should lock everything down.When I get my XoX tomorrow I'll test it for myself :D it would be remarkable if for some reason, it being so consistently locked 60 means minimal screen tearing.
As for Gsync, I'm only mentioning it because one thing your video failed to do is to concisely explain and show what VRR is supposed to do anyway. Consoles gamers, and particularly Xbox owners probably won't even know and there are no good examples in your video, so I'm just posting the video here.
This WAS more like a livestream than a concisely edited video. That's exactly what it is. Just a hands on impression piece designed to be quickly edited by Rich.That's not really my point.
It's a waste of time because it's 22 minutes long and doesn't explain anything. It just shows it not working and then once, working with Vsync. It feels like it was a livestream, not an edited video to concisely explain the findings. It really feels throughout the video that discoveries were being recorded as they happened. I don't understand why the B-roll footage wasn't shot first and then edited down to get the point across.
There's only two full messages here:
- VRR isn't working in games without VSync
- VRR is working in games with VSync
- Monitor tested had a range from 40(?) to 60hz
And that's literally it. The rest of it is off-cam footage of judder and screen-tearing that is apparently identical to if VRR wasn't enabled anyway.
Dark1xFor games that have VSync enabled, there is perhaps no tearing in thee instances because freesync is disengaging for that frame and is instead engaging vsync to stop the tearing in that instance. I don't know exactly what this would mean but it means that one of the bigger reasons for VRR, being lower input latency, would be nonexistent because standard VSync would have to always be engaged.