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Hi everyone, Rich here. So we were kind of prepared for this after A Plague Tale: Innocence's stealth 120Hz support that favoured VRR screens (another game from Asobo Studio) but this is actually an official spec point for Flight Simulator 2020 - unlocked frame-rates when Series S/X are set to 120Hz output and, crucially, when VRR is selected on the console. Weirdly, it doesn't work at 60Hz.

As usual, this is off-screen footage from an LG CX with its frequency monitor enabled (furiously tap the green button on your remote if you're interested in how to access this monitor). The frequency counter *should* correlate with in-game frame-rate - but there is a wrinkle here: when stutter kicks in hard you can't fail to notice it in the video, but the indicated frequency is still very high. Perhaps this is down to an averaging effect, but perhaps more likely is that low frame-rate compensation is kicking in, which will double or even triple the indicated frequency.

UPDATE: Quite a lot of discussion about this - it may well be the cause that the LG is misreporting the refresh. There may be some kind of low frame-rate compensation mode in effect at all times which would effectively half the refresh here to give you the actual frame-rate. 

DF Download: https://www.digitalfoundry.net/2021-07-28-supporter-bonus-more-flight-simulator-vrr-footage-on-xbox-series-xs-consoles

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Previews only

Supporter Bonus: More Flight Simulator VRR Footage on Xbox Series X/S Consoles.

Some off-screen photography showing Flight Simulator's variable refresh rate support in action. This only works with the console in 120Hz mode. At 60Hz output, VRR does not seem to do anything. Thanks for supporting the Digital Foundry Supporter Program! 00:00:00 Xbox Series X 00:06:55 Xbox Series S

Comments

F to the G

Very interesting Rich! Would it be technically possible to add a precise frametime readout to VRR footage like that?

digitalfoundry

Not currently, no. We would need some kind of code on the display itself to dump the frame-time of each frame to a USB stick or something. It's something I'm actively going to pursue.

digitalfoundry

In terms of capturing the flavour of the experience though, I'm not sure there is any other way than to film the screen though...

F to the G

It's capturing the experience really well, so I don't think there is a need for another solution. One does not need to know the exact frametimes when it stutters, but it would be interesting nonetheless. Maybe Microsoft could help out with a tool for Xbox GPU frametime readouts just for testing VRR but unfortunately I don't see why they would put their time and effort into something like that.