Well it can be split between those sensitive to input lag/stutter and those in Silent_Buddha situation with frame variation affecting perceived positional alignment, but yeah both come back to not sustaining a persistent framerate although input lag/stutter benefits from VRR more easily.everyone is impacted by lowered frame rates, whether they're aware of it or not. Lowered frame rates means increased input lag. Last gen most people could tell that COD felt good to play, even if they were not aware of the difference of it being 60Hz vs most other console titles being 30Hz. They also were not aware it was sub-HD. I'd guess most people would not know if games were 1800p or 1440p vs 2160p if Digital Foundry did not tell them. Frame rate stability will always be the best option.
But which modern games do not drop say 1-5fps that are meant to be locked at either 30fps (meaning a close to persistent 60fps is not possible even for those that can hold 30fps such as Destiny 2) or more so as relevant to thread with 60fps at 4K without notable compromises?
That is ignoring games with larger spikes and quite a few of those.
Eurogamer with Digital Foundry has has shown only a rare few AAA games can hold their frame-pacing correctly through most of the game, which then brings back in input lag and many are not capable of 60fps with 4K related scaling.
I appreciate there are games that do well, but thinking about the mainstream popular games played on consoles that also exacerbated that both PS4 Pro and XBox One X are not equal.
Last edited: