PlayStation 5: Variable Refresh Rate (VRR) now available on the Sony console

While she was waiting “in the next months”, PS5 compatibility with Variable Refresh Rate (VRR) screens will finally arrive this week. A first list of “officially” compatible games is known.

The “a few months” mentioned by Sony in late March in the end it will have been only one. It is in fact from the last week of April 2022 that the manufacturer will distribute the update of the PS5, making it finally compatible with screens with variable refresh rate (Variable Refresh Rate, or VRR). Long promised on the console, even before its release in November 2020, VRR is one of the key features of the HDMI 2.1 standard for video games. With this update, the PS5 finally aligns itself with the Xbox X series And S. from Microsoft, which has offered VRR since day one of availability.

On the occasion of this announcement, Sony also unveils a first list of games that officially support VRR on the platform:

  • Astro’s playroom
  • Call of Duty: Vanguard
  • Call of Duty: Black Ops Cold War
  • Destiny 2
  • Devil May Cry 5 Special Edition
  • DIRTY 5
  • Godfall
  • Marvel’s Spider-Man remastered
  • Marvel’s Spider-Man: Miles Morales
  • Ratchet & Clank: Rift Apart
  • Resident Evil Village
  • Tiny Tina’s Wonderland
  • Tom Clancy’s Rainbow Six Siege
    Midgard tribe

Insomniac Games is top of the class in its implementations

For “official” support, it must be understood on the one hand that the game runs in VRR without any display bugs or other problems, on the other hand that said game is “aware” that it is running on a console connected to a VRR screen or not and that it can adapt its behavior and technical optimization accordingly.

A first example of this implementation is given by the Insomniac Games studio, which has always been exemplary in monitoring its games, and of which three existing PS5 titles (Spider-Man: Miles Morales, Spider-Man remastered And Mater and Clank separate) will receive a VRR update from day one. From then on, games will benefit from the following changes:

  • On a 60Hz VRR screen, the dynamic definition of the rendering becomes less aggressive and therefore a bit higher. hence, the frame rate it adheres a little less well to the target frame rate (60 fps in performance mode, 30 fps in fidelity mode), but a priori without any impact on gaming comfort: the few drops caused should be made unnoticeable thanks to VRR.
  • On a 120Hz VRR screen, the rendering definition is unchanged, but the frame rate is unlocked. From that moment on, the game is free, depending on the complexity of the scene displayed, to reach a frame rate that can exceed the initial target. “by 50% or more“, according to the developer, and this without causing any sensation of irregularity in the animation, again thanks to the magic of VRR.

VRR can be forced on “incompatible” games.

We also remind you that the PS5 will also offer the user the possibility to “force” the VRR even for games that do not formally support it, but without certainty that this will happen smoothly. The feature may, however, be advantageous on games that don’t currently offer a frame rate perfectly stable.

First, of course, we think about it Ring of the Elden, a game whose immense playful and artistic qualities are unfortunately matched only by its technical mediocrity. For the magic of VRR, its regular drops of frame rate around 50 fps could suddenly be rendered relatively benign. The same value The cut of the director of Death Stranding in its native 4K “quality” display mode. Hopefully, these games, like others, handle VRR smoothly.

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