RagnarokIV
Battlebus imprisoning me \m/ >.< \m/
Black Ops 6 on the PS6 Pro has 2 modes - a locked 120hz and an unlocked 60hz that usually hovers around 90FPS.
Digital Foundry talked about this:
There's one other technical advance for PS5 Pro, in the form of an 'anti-lag' VRR technology on this 60fps mode. This engages so long as you have a 120Hz VRR display connected, but specifically keep the 120Hz mode disabled in the game menu. Developed in conjunction with Sony, an extra API call is made on PS5 Pro this way, to predict the upcoming frame-time. In this case, rather than VRR being used to hide drops under 60fps - as is common in so many games - Black Ops 6's VRR is instead used to render frames faster, and go above 60fps where there's budget for it. This is achieved through logical prediction. Based on multiple previous frames, the engine is essentially able to recognise where there's 'slop' - or, a dependable chunk of frame-time that is repeatedly not being used within a 16.7ms budget for 60fps. And by using that slop, it's able to generate a frame earlier, decreasing latency in the process, from the controller input to a displayed frame.
The result is more frames per second than would otherwise be possible. In most scenarios on my own VRR display, frames are actually output at anywhere between 60-120fps, but typically performance hangs between 80-90fps during the opening mission. Only one major drop, briefly under 60fps, is recorded while exploding a planted C4 on the open world missions. Beyond this, the VRR mode genuinely works, and the team claim it to be more responsive than running the game unlocked with the game's actual 120Hz output mode active.
How are GAF's Pro users playing this game, have you experimented with both? And did you know about this option?
Digital Foundry talked about this:
There's one other technical advance for PS5 Pro, in the form of an 'anti-lag' VRR technology on this 60fps mode. This engages so long as you have a 120Hz VRR display connected, but specifically keep the 120Hz mode disabled in the game menu. Developed in conjunction with Sony, an extra API call is made on PS5 Pro this way, to predict the upcoming frame-time. In this case, rather than VRR being used to hide drops under 60fps - as is common in so many games - Black Ops 6's VRR is instead used to render frames faster, and go above 60fps where there's budget for it. This is achieved through logical prediction. Based on multiple previous frames, the engine is essentially able to recognise where there's 'slop' - or, a dependable chunk of frame-time that is repeatedly not being used within a 16.7ms budget for 60fps. And by using that slop, it's able to generate a frame earlier, decreasing latency in the process, from the controller input to a displayed frame.
The result is more frames per second than would otherwise be possible. In most scenarios on my own VRR display, frames are actually output at anywhere between 60-120fps, but typically performance hangs between 80-90fps during the opening mission. Only one major drop, briefly under 60fps, is recorded while exploding a planted C4 on the open world missions. Beyond this, the VRR mode genuinely works, and the team claim it to be more responsive than running the game unlocked with the game's actual 120Hz output mode active.
How are GAF's Pro users playing this game, have you experimented with both? And did you know about this option?