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curl-6 said:
Chrkeller said:

I beat DK last night. Just under 30 hours. A few boss fights were almost exclusively stuck at 30 fps. There was an entire level that mostly ran 30 fps as well.

The instant drop to 30 fps is awful. I wish Nintendo would stop programming their games to go from.60 directly to 30.

The climax of both Void Kong fights dropped to 30 for me, but what "entire level" are you referring to, cos I don't recall that happening in my playthrough.

What you're describing is double buffer v-sync, which is where if the game can't hit its frame time, it waits for the next screen refresh, which means 60 falls to 30. 

As I understand it, there are a couple of solutions to this; you can submit your frame mid-refresh, resulting in screen tearing; Nintendo seems to really dislike this as none of their games have it.

You can also hold a frame in reserve at all times and permanently run one frame behind; this eliminates both screen tearing and hard drops to 30, but it introduces input lag; Nintendo tends to place a premium on responsive gameplay, so input delay was probably a no-no for them.

VRR of course can fix the issue entirely, but for whatever reason its implementation on Switch 2 currently doesn't work. This is unfortunate, but also not unheard of; VRR on PS5 was busted for more than 4 years before finally being fixed a couple months ago.

This feels like a black and white issue as far as user experience and I think Nintendo is failing here.

Almost every developer has abandoned double buffer vsync, even wothout VRR. No one one wants to experience a game jumping back and forth between the extreme of 30 & 60fps. The hard drop to 30 introduces a delay input anyway as the game likely otherwise be in the 40s/50s. I think a variable frame rate would be less distracting in these moments unless the frame graph in DK would actually spend most of its time in the low 30s anyway.