Conina said:
How games are made? VRR isn't anything that has to be programmed into a game. It works automatically when the hardware supports it. Game developers just have to offer a mode where the fps aren't locked to 30 or 60 fps. It's no rocket science. Most PC games of the last 30 years can handle other refresh rates than 30, 60 or 120.
VRR is for smooth frame times and for avoiding torn frames, slow downs, dropped frames. Not for "cool effects" or the pacing of a game... these can and should be done independant of the display refresh rate. |
No they can't, slowing frame pace timing down judder free can only be done with VRR. Speed up or slow down the frame rate as a game play mechanic opens up new possibilities that were never possible before. Just like hand cranking a movie projector, you can play with the flow of time.
I've done it with time lapse photography however there it's the opposite. Slowly changing the interval between frames then playing them at a fixed frame rate to watch things speed up and slow down fluently. VRR will be a new tool at some point in the future. Maybe we'll get an experimental indie this gen exploring the capabilities of VRR, however with how each display is still different (in fps ranges where VRR works) it might take another gen.
For now, it can only be used to avoid screen tearing.







