curl-6 said:
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.







