Both of which BMW has FYI.
Unpatched Quality Mode should hit 60 or be within the VRR window during drops (though not every person has a VRR display. Provided, (and this is something I haven’t considered as the Quality mode can never reach it) Game Science didn’t use the a 45FPS cap a la Balance Mode. In such case I would recind my transformative comment.
Do you consider the different between 30 and 60 FPS in an action game to be transformative? Because 30FPS is seen an ‘unacceptable’ for an action game typically, isn’t it?
Unpatched the “60 FPS” performance mode is likely to stick to a locked 30. Instead of dropping down to sub 30FPS in a dodge heavy action game. Not ideal for an action game to be sure but it’s going to go from ‘very unplayable’ during key sequences to a consistent 30FPS.
Framerates
Quality: Unlocked 30FPS target. drops below 30FPS, up to 38FPS seen, unstable due to the sun and over 30 FPS range, causes consistent inconsistency.
Balanced: 40-45FPS range with a 45FPS cap
Performance: drops well below 30FPS during almost every boss fight and key sequences, 30 FPS cap with Framegen to hit generated not real 60FPS.
Yes MBW is has an overall framerate lock in every mode, that does not mean however that those locks are hit in quality or performance mode in a satisfactory way.
Why are people bringing up performance mode as though FG 60 is real frames and it is massively unstable in visuals and responsiveness during any key scene/boss fight? Be most concerned if it’s maintaining 30FPS, be more concerned than ever in the scenario where framegen is used.
Also this post is getting long And no offense to anyone but it’s ludicrous to cite the first boss (which isn’t a boss in so far as the game scales them, more so a skill check standard enemy by comparison) and say ‘see the performance mode doesn’t drop much’. Even if it’s a litteral answer to asking to see a single boss without drops during a 30FPS framegened to 60 mode in an action game.
Look, I don’t mean this in a denigrating way, but let me give you an example that’s actually accurate.
DRS is an extremely common feature, especially in newer titles and yes
the Pro will clean up if not max out the DRS range — which we likely haven’t even seen the top end of with total familiarity or anywhere necessarily close to what the new average would be on Pro in comparison to the base model on every game, even unpatched.
So let’s go through each game you listed off of the top of your head, where you said that FarCry 6 is the only game to use DRS.
Black Myth Wukong
Quality:
Observed DRS range from sample play is 1296p to 1584p per Digital Foundry and
recorded on this websites DF thread on the game and spends most of its time around 1440P ‘because that’s the number that came up a few times.’
Balanced: 1080P with no dynamic res
Performance: drops as low as
720 caps at 1080P
Here’s a breakdown of each title you named that actually uses DRS. I disagree that Cyberpunks IQ is remotely garbage by the way, it’s main issue is with ghosting on cars.
Don’t get me wrong, I don’t mean this disrespectfully but
within the context of the claims about DRS
I don’t much care if you find these ranges with FSR to not be good enough.
I don’t much care if you find XYZ setting to be good enough on the base system.
Both of these are entirely subjective and moving the goalposts.
The conversation is on the prevalence of DRS, and generally speaking it is near ubiquitous for AAA games on consoles.
I will gladly enjoy the free perks of these unpatched games and am happy to have them.
Cyberpunk 2077
“The quality presets chosen by CD ProjektRED for PS5 and Xbox Series X are basically identical. However, while both use FSR 2 upscaling to reconstruct to 1800p, the dynamic resolution ranges do differ: Xbox Series X's DRS range is 1152p to 1440p, while PS5's equivalent is 1008p to 1440p”
Silent Hill 2
Baulder’s Gate 3
Performance options By default, the game's Performance mode will be enabled on PS5 - this targets a 60fps output with dynamic resolution scaling. Disabling Performance mode will lock the game to 30fps and a native 1440p resolution.
Far Cry 6
On PlayStation 5, Far Cry 6 runs in a dynamic 4K resolution at 60FPS and this also applies to the Xbox Series X version. Meanwhile, the team has done a pretty great job optimizing the title as it manages to run in 1440p/60FPS on the Xbox Series S.
Space Marine 2
In quality mode on the premium consoles, expect a dynamic internal resolution from 1080p to 1440p, scaled to a 4K display with FSR2. Speed mode has a lower internal resolution in the push to 60fps, ranging from 720p to 1080p, with the same FSR2 upscale to 4K.
AC Valhalla
On the PS5, Assassin’s Creed Valhalla uses dynamic resolution scaling to maintain performance. In performance mode, the resolution typically ranges between 1440p and 1728p, while aiming for a consistent 60 FPS. It can drop slightly lower during demanding scenes but generally stays within this range. In quality mode, the resolution can go up to 4K (2160p) but locks the frame rate at 30 FPS
Dying Light 2
Is in fact the only game on this list that to my memory does not use Dynamic Resolution Scaling.
I think you have a very skewed perception of what the situation is, clearly. That said this is probably a good thing! You’re likely to be pleasantly surprised!
I’d also suggest you check out threads on this forum that tracks games with uncapped frame rates.