So, nabbed a copy of AW2 just to see how it would run/walk on my 3060, and for the most part, without hardware RT and using PS5 settings, I probably
could get 60fps at 1440p with DLSS performance mode...except it has wonky vsync, at least with a 60hz display. So what happens is it will bounce the GPU usage from the ~80% range to 95%, losing 5-15 fps over non-vsync depending upon the scene. The only way to get a locked 60fps would be to choose graphics settings that make it so I'm hardly ever going above 80% GPU usage, so in other words make it look awful.
It's especially annoying when DX12 games mess up their vsync, as being DX12 there's really no way to fix it - not even Special K and forcing Reflex works here, which is about the only way you can mess with frame pacing in DX12 games. Control had 2 issues with vsync and fixed refresh displays as well, in DX11 it has a hard double-buffer implementation so drops to 30 the millisecond you go below 60, so Fast Sync to the rescue (also annoying how often that needs to be used, but at least it works)! But...the game's loading speed is tied to the framerate in DX11 and is far worse with any kind of cap (which you need with fast sync) and so you would get 3X slower loading. DX12 mode didn't have this deficiency, but instead has a
microstutter problem in the corners of rooms at 60hz. So hopefully this gets fixed, but frankly I'm a little pessimistic Remedy devotes much time to testing these on fixed refresh rate displays.
Yeah I know, I'm in a minority of PC users that still use non-VRR displays so it's not surprising this isn't a priority, but considering in technical reviews the PC versions are compared against their console counterparts, and often in the context of seeing what settings get you that comparable 60fps target, it seems covering vsync implementations could get a cursory glance - any potential frame pacing issues with it has fallen by the wayside compared to several years ago it seems. Death Stranding was another one that I only found out after purchase it has an unfixable fucked up intermittent frame pacing issue at 60hz too,
albeit I think that affects VRR displays as well). It's rare I ever find out about these deficiencies other than first-hand experience.
So I guess PS5 version, or Linux (thankfully Vulkan under Proton does fix Control's DX12 microstutter, dual booting to get framepacing working properly is a hassle but at least it's possible - alas Death Stranding remains my white microstuttering whale).