Ugggghhhh. Cannot unsee. I didn't even know what frame pacing was ( I still don't, honestly). I hate you GAF.
After watching comparison footage you can clearly see it stuttering in the pro mode lol. Damn.
Frame pacing is just where each frame that's rendered isn't paced evenly to provide a smooth image back to the player.
For example, with FFXV in Heavy Mode right now, the game is still actually producing 30 frames per second, but those frames are not being shown to you for the same amount of time, resulting in a stuttered delivery.
I mean, just breaking it down a little bit further, it's like in all 30 of the frames that were sent to your eyeballs in one second, frames 2 and 5 stayed on screen a bit longer than frames 3 and 6 that followed them, making frames 3 and 6 skip by really quick and the image from frame 2 and 5 staying on screen a bit longer than they're supposed to.
I mean, all of this happens in the span of a second and some people aren't sensitive to stuff like that, but given how frequently this issue is present in FFXV's heavy mode framerate, then I'd say it's likely to stand out more than other frame pacing issues.
EDIT - longer visual breakdown, a bit watered down from what actually happens:
Let's look at even, smooth frame pacing across 10 frames like my example in text above. Let's say that even frame pacing in this case is 3 units of time:
[1][1][1] , [2][2][2] , [3][3][3] , [4][4][4] , [5][5][5] , [6][6][6] , [7][7][7] , [8][8][8] , [9][9][9] , [10][10][10]
Each frame, 1-10, shows up for 3 units of time evenly paced, and the image that's fed back to the players vision is smoothly delivered. All occurs within 30 units of time total.
Uneven frame pacing, again borrowing exactly from above, kinda looks like:
[1][1][1] , [2][2][2]
[2] , [3][3] , [4][4][4] , [5][5][5]
[5] , [6][6] , [7][7][7] , [8][8][8] , [9][9][9] , [10][10][10]
Notice I made frame 2 show up for 4 units of time, and in order to match the same overall 30 units of time of delivery as the original example, frame 3 following only showed up for 2 units of time instead of 3 in an evenly paced setting. Same thing happens at frame 5, which is delivered to the viewer in 4 units of time, and 6 following only shows up for 2 units of time on screen. Still ultimately 10 frames delivered, still in a grand total of 30 units of time. The viewer is seeing frames 2 and 5 just slightly longer than they're supposed to, and seeing frames 3 and 6 slightly less as long as they're supposed to.
That's my best explanation of frame pacing, but it is a tad watered down.