Playstation 5 [PS5] [Release November 12 2020]

This feels so backwards. :???: Hopefully DF do a video on the different implementations and why LFC needs specific developer support.
to be honest Im just happy its possible, but please sony force all your first party studio to go insomniac way, 40fps mode uncapped with vrr sounds like game changer, also would love if pd unlock frames in gt7
 
uncapped frames + maybe it can run 40-120 range when 120hz is enabled ?

edit: John from df confirming it can work below 48hz but only in 120hz mode and with dev patch

Hold up I'm confused.

I thought VRR range (TV support) is 48-120hz for LCD and 40-120hz for OLED. LFC kicks in when a game fps goes under those ranges to allow VRR to basically work below the threshold supported by TVs.

I can see LFC needing source support. But just the hardware. Why do devs need to support it?

I would think that turning on 120 Hz display mode just provides more granularity so the TV can potentially output frames every 8.3ms.
 
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Hold up I'm confused.

I thought VRR range (TV support) is 48-120hz for LCD and 40-120hz for OLED. LFC kicks in when a game fps goes under those ranges to allow VRR to basically work below the threshold supported by TVs.

I can see LFC needing source support. But just the hardware. Why do devs need to support it?

I would think that turning on 120 Hz display mode just provides more granularity so the TV can potentially output frames every 8.3ms.
no idea, have to wait for some df analysis, tough my hipothesis is that it works only in 120hz mode and there is no settings in ps5 to force 120hz
 
People asking him about PS5 VRR and he is so happy to say Xbox VRR is better, in 2 tweets.

Hmmm, for that specific question he was asked.
  • One can do VRR from 40-60 Hz (60 Hz TV) or 40-120 Hz (120 Hz TV)
  • One can do VRR from 48-60 Hz (60 Hz TV) or 48-120 Hz (120 Hz TV)
    • caveat if the console is hooked up to a 120 Hz TV and the developer specifically patches in support for lower than 48 Hz into the game when it's connected to a 120 Hz TV (60 Hz TV not possible), then it can do 40-120 Hz
So, you would claim that the one that can do 48-60 Hz or 48-120 Hz or 40-120 Hz (but only in very specific conditions) has the advantage? :p

Regards,
SB
 
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Not often ive heard that since 2013 about this tech :p Finally getting some praise, it never really did before.
The thing is, it's default out of the box use of negating framerate fluctuations is an extremely positive thing.
But there's more that can be done which is what people are praising. Well me specifically I guess.
40fps modes
Unlocked framerates
 
I thought VRR range (TV support) is 48-120hz for LCD and 40-120hz for OLED. LFC kicks in when a game fps goes under those ranges to allow VRR to basically work below the threshold supported by TVs.
Yeah, I thought it was a feature of the display. I admit I'm not well read on LFC but the way I understood it was that the TV would multiply the framerate into a refresh rate that was supported by VRR to maintain fast refreshes, but I never considered it was a source driven thing at all.
 
I think LFC is a combination thing between Display and Source. I say that because the LG CX and C1 required a firmware update to support LFC below 20 Hz.

https://www.rtings.com/tv/reviews/lg/cx-oled
Update 06/15/2021: We updated the TV to the latest firmware and retested VRR. Low framerate compensation is now working properly, and G-SYNC works properly even if the framerate drops below 20Hz.
 
I think LFC is a combination thing between Display and Source. I say that because the LG CX and C1 required a firmware update to support LFC below 20 Hz.

https://www.rtings.com/tv/reviews/lg/cx-oled
Update 06/15/2021: We updated the TV to the latest firmware and retested VRR. Low framerate compensation is now working properly, and G-SYNC works properly even if the framerate drops below 20Hz.

I looked it up. Below the VRR range, LFC allows the adjustment of the refresh rate of the TV and the output of gpu to remove judder.

https://levvvel.com/low-framerate-compensation/

It doesn’t explain why the PS5 lacks LFC (I’m not sure if thats true) as LFC just needs the max VRR refresh rate to be at least 2.5X the minimum rate. A 48hz min refresh would need a max refresh of 120 hz to support LFC.

edited because of bad math. LOL
Low-Framerate-Compensation-1381x777.jpg
 
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Popped Rachet and Clank yesterday. I havent tried the game for a long time. Not sure if its the VRR or if its been my long absense from the game.
But it looked so crisp and supper butter smooth, I was even more impressed than I was the first time I played it. The visuals were just Godly. Fidelty mode was just stunning to behold. It makes the other two modes reduntant when you have a VRR capable TV
 
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Interesting and probably link to backward compatiblity with PS1/P2 or Ps plus for PS3
Follow up to Game Preservation guy


https://www.eurogamer.net/sonys-new-games-preservation-engineer-addresses-his-job-role

In the video (spotted by TheGamer), Fredley explains that game preservation is a process where games can still be brought back and played after 100 years of storage. It's about storing the tools, data, documentation, servers, clients, and compilers necessary to recreate a game from scratch - not just putting raw code in an archive.
 
In the video (spotted by TheGamer), Fredley explains that game preservation is a process where games can still be brought back and played after 100 years of storage. It's about storing the tools, data, documentation, servers, clients, and compilers necessary to recreate a game from scratch - not just putting raw code in an archive.

Bahh, slapp everything into a VM and store the image, how hard can it be :p
 
Bahh, slapp everything into a VM and store the image, how hard can it be :p

You laugh and joke, but essentially that's how our development is done. We don't produce games, but produce software for our enterprise use. Everything is used in virtual servers. It makes snapshot backups, clones, and restores a piece of cake. We also backup source code with the build artifacts, just in case something catastrophic happens with the source repository systems. We also stored a few different target client systems like various OSs with different web browsers used for testing of the web-based products.

We consider that sort of work to fall under the role of Release Manager. Their main tasks are coordinating future releases, with what features and fixes will be combined, how QA is going and how Development is going.
 
Now your headache moved to the hyper visor does it support our old VM images, has it been updatet to run on newer hardware etc.
Yes i joke, but its also sort of true :)
 
You laugh and joke, but essentially that's how our development is done. We don't produce games, but produce software for our enterprise use. Everything is used in virtual servers. It makes snapshot backups, clones, and restores a piece of cake. We also backup source code with the build artifacts, just in case something catastrophic happens with the source repository systems.
It was the same were I used to work. VM don't provide a complete solution obviously, whatever format/structure is used still needs to be supported in perpetuity and for consoles, you still need the virtual abstraction layer bridge between all the software (firmware, OS/API, games) and the actual hardware it's running on. There is also the issue of the tools and source code. Plenty of projects made back three console generations won't load into modern SDK and toolchains because they are radically different so you need to preserve those too. Some of those will not run on modern operations systems so there is that, so now you're preserving the whole host OS on which the toolchain runs as well.

It's madness I tell you, madness! :runaway:
 
So we're right at the 18-month point for the PS5 launch and you still can't buy them.

I've stopped looking, monitoring trackers and Twitter accounts.

A year from now, we may be hearing about PS5 Pro being released.

Then we can start the cycle again.
 
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