[DF] Switch 2: Something's Wrong With VRR Game Performance

Topher

Identifies as young


Added a couple of summarizing quote from the transcript.

So what's going on here is I don't think VRR is working properly with LFC And it may be the case that VRR is working properly up to you know down to 40 Hz but past 40 Hz it's no longer working correctly And indeed the welcome tour seems to indicate this I believe what it does like when you set the frame rate to two FPS it says it's running at 40 hertz with two FPS LFC 240 hertz right so there's some indication there that it's actually the minimum floor of that VR would be 40 Hz which is the same as it is I believe on Xbox commonly through free I think so um yeah yes that would certainly make some sense uh the other games are to me a little bit less interesting so I tried Cyberpunk 2077 in performance mode which notionally goes up to 40 fps and it suffers from some pretty inconsistent camera travel So I'm not sure that VR is working correctly there Again it's it's frequently dropping frames or at least we believe it is based off of its performance in dock mode

But that also made me wonder though does Switch 2 have sort of like PS5 like where up to that certain point it's automatic but if you actually want to take advantage of low frame rate compensation the developer has to do extra work So maybe we're just seeing like an automatic function that does work without any developer input down to like 40 fps and then if you actually want the full range you got to actually implement it And maybe they haven't done that
 
Last edited:
Angry Schitts Creek GIF by CBC
 
Did you even watch the video before you posted it? it's just a click bait YouTube title?



key points:
- VRR works correctly on switch 2
- Some launch games seem to hit a performance barrier while using it in handheld mode with odd jittering.
- guessing about how it works .. could be like PS5 where there is a mix of automatic and manual functionality.



and that's about it. just a lot of guessing and speculating.
 
Last edited:
Did you even watch the video before you posted it? it's just a click bait you tube title.

key points:
- VRR works correctly on switch 2
- Some launch games seem to hit a performance barrier while using it in handheld mode with odd jittering.

- guessing about how it works .. could be like PS5 where there is a mix of Automatica and manual functionality.

and that's about it. just a lot of guessing and speculating.
Contradictory, no?
"while using it in handheld mode"?
It's not available docked, how else would they use it?
 
that's a fail by the devs to be fair. Nintendo could have gone the Xbox route and just run everything at 120hz with frame doubling and automatically add LFC that way, but the devs making these games should also actually know the hardware they are using and adjust their game accordingly.
 
Last edited:
that's a fail by the devs to be fair. Nintendo could have gone the Xbox route and just run everything at 120hz with frame doubling and automatically add LFC that way, but the devs making these games should also actually know the hardware they are using and adjust their game accordingly.
Im not super familiar with what it would take for devs to manually add in LFC. How demanding would this be on CPU resources?
 
Im not super familiar with what it would take for devs to manually add in LFC. How demanding would this be on CPU resources?

it doesn't add any real cost. they would need to display every frame at least twice no matter the framerate basically.

Street Fighter 6 actually does this. it's a 60fps game running in a 120hz container (unless your TV doesn't support 120hz), so every frame is doubled.
if SF6 would drop to 30fps or below (which it can in theory I guess, as the Switch 2 version is based on last gen, and world tour fights are locked to 30fps) the game should in theory still send 120 frames to the screen, displaying every frame 4 times. so if it dropped to say 25fps, the screen would only need to adjust to 100hz, which it's perfectly capable of.

the Xbox consoles, ever since the One S, do this automatically, which should show just how this doesn't add any performance cost.
you can run every game at 120hz, and the console will automatically double every frame if the game runs in a 60hz container. this way every game on Xbox consoles since the One S has a theoretical VRR window of at least 24fps to 120fps. with a compatible screen, for Series X and S it's 20-120fps.
although even on this seemingly idiot proof system, there have been cases where developers somehow broke the VRR of the Xbox consoles, probably due to some dodgy and weird Vsync implementation.
Capcom had issues with the RE8 demo, where VRR literally just didn't work, but fixed it for the full release after people reported it online. and then there was of course the shitshow that is Halo Infinite, whose Vsync was also broken and also broke thr VRR of the Xbox consoles.
 
Last edited:
that's a fail by the devs to be fair. Nintendo could have gone the Xbox route and just run everything at 120hz with frame doubling and automatically add LFC that way, but the devs making these games should also actually know the hardware they are using and adjust their game accordingly.
Wouldn't this solution drains the battery more?Because if it does then the way nintendo did it seems the right way.
 
Well, gotta be some time before the system is up to par for some people, it's ok to wait guys.

I'm happily playing on TV so it doesn't affect me, as long a frame rate is stable and capped, missing VRR is a non-issue for me.

BTW, off topic but HDMI has to die, so we can stop having to deal with HDMI forum and we can have properly working features on our TVs.,
 
it doesn't add any real cost. they would need to display every frame at least twice no matter the framerate basically.

Street Fighter 6 actually does this. it's a 60fps game running in a 120hz container (unless your TV doesn't support 120hz), so every frame is doubled.
if SF6 would drop to 30fps or below (which it can in theory I guess, as the Switch 2 version is based on last gen, and world tour fights are locked to 30fps) the game should in theory still send 120 frames to the screen, displaying every frame 4 times. so if it dropped to say 25fps, the screen would only need to adjust to 100hz, which it's perfectly capable of.

the Xbox consoles, ever since the One S, do this automatically, which should show just how this doesn't add any performance cost.
you can run every game at 120hz, and the console will automatically double every frame if the game runs in a 60hz container. this way every game on Xbox consoles since the One S has a theoretical VRR window of at least 24fps to 120fps. with a compatible screen, for Series X and S it's 20-120fps.
although even on this seemingly idiot proof system, there have been cases where developers somehow broke the VRR of the Xbox consoles, probably due to some dodgy and weird Vsync implementation.
Capcom had issues with the RE8 demo, where VRR literally just didn't work, but fixed it for the full release after people reported it online. and then there was of course the shitshow that is Halo Infinite, whose Vsync was also broken and also broke thr VRR of the Xbox consoles.
So this is the reason why Xbox consoles are so far ahead in VRR support... Thanks for the explanation
 
VRR seems to be a big issue for most hardware, tbh. Took PS5 ~2 years to finally get it right, took Steam Deck a year and a half to get it right. Only Xbox launched with it functioning correctly out of the box.

Hopefully whatever the fuck up is Nintendo resolves asap.

EDIT: Video doesn't even say there's an issue lol
 
Last edited:
Thread title: "Switch 2: Somethings Wrong with VRR Game Performance"

Actual Video Title: "Somethings Up with Switch 2 VRR Gaming"

He's not even saying something is wrong, he's bringing up a potential issue. It makes no difference to me regardless since i play Switch 2 100% docked and VRR isnt supported that way presently.

Incredulous Yeah Right GIF by Nick Cannon
 
Last edited:
Thread title: "Switch 2: Somethings Wrong with VRR Game Performance"

Actual Video Title: "Somethings Up with Switch 2 VRR Gaming"

He's not even saying something is wrong, he's bringing up a potential issue. It makes no difference to me regardless since i play Switch 2 100% docked and VRR isnt supported that way presently.

Incredulous Yeah Right GIF by Nick Cannon

That's DF being clickbait they named the video one thing and wrote another on the thumbnail.
 
So this is the reason why Xbox consoles are so far ahead in VRR support... Thanks for the explanation

this, and the freesync premium support.

Xbox Series X|S consoles can in theory go down to 40hz, as opposed to 48hz on PS5. however, most TVs don't really support that.

but yes, the ability to run at 120hz at all times is the feature that allows near perfect VRR coverage. it allowed RE8 and RE4 to feel pretty much perfect even with Raytracing enabled, while on PS5 you'd often drop below 48fps and therefore VRR would disengage and stutters would be visible.
 
Thread title: "Switch 2: Somethings Wrong with VRR Game Performance"

Actual Video Title: "Somethings Up with Switch 2 VRR Gaming"

He's not even saying something is wrong, he's bringing up a potential issue. It makes no difference to me regardless since i play Switch 2 100% docked and VRR isnt supported that way presently.

Incredulous Yeah Right GIF by Nick Cannon

Thread title is from the youtube title. I didn't make it up
 
Top Bottom