DF Direct Weekly talks Witcher UE5, PlayStation 5 VRR and FSR 2.0

Usually, the weekly Digital Foundry blog that top and fails the publication of DF Direct Weekly aims to offer a little more insight on some of the key discussion points – but this week I can only refer you to the piece I’ve already written concerning CD Projekt RED’s transition from its own proprietary engine to Unreal Engine 5 for the next Witcher title. Still, it’s a meaty topic that we cover in depth this week, along with Sony’s tentative steps in finally embracing new features in the HDMI 2.1 specification – including variable refresh rate (VRR).

VRR is important in that it puts the GPU in your console in control of when the screen refreshes. So, rather than having the game slavishly adhere to, say, a screen’s 60Hz refresh in delivering a new frame, the game can decide instead, opening the door to smooth deliver of arbitrary frame-rates – with no screen-tearing. If a game doesn’t lock to 60fps, but instead varies between 50-60fps, the chances are you’ll barely notice the difference. Even wider frame-rate windows (eg 45-60fps) can also appear buttery smooth, depending on your perception of timing changes. VRR is also key in making 120Hz gaming work well in a world where titles often operate in an 80-120fps window instead. While PS5 performance has generally been very good, recent titles are starting to demand VRR tech: Elden Ring and last week’s Ghostwire: Tokyo to name but two.

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