I didn’t think Deck supported VRR? If you have VRR you just cap your frame rate at 37 FPS or whatever and the screen syncs to that and refreshes at 37 Hz. What you’re describing sounds like old school vsync.
setsubyou got it more correct, my terminology is a bit off.
Yeah, you can lock the refresh rate at basically 15hz intervals (i think, last time i checked?), which is not true VRR, but, if you take the time to configure profiles and graphics settings per game, get stable and consistent frame rates, and then match the configurable refresh rate to that…
… this is sorta close to the … idea/performance of what true VRR is going for, it just doesn’t all work ‘automagically’.
I have an OLED, not an LCD, so yeah it looks like the LCD tops out at 60hz.
So with an LCD, you could aim for basically ‘always a bit above 30 fps’ and then 60hz, for that 1:2 ratio, and with an OLED, aim for ‘always a bit above 45 fps’, and then 90hz, for the same 1:2 ratio.
Its not the same, of course, as actually having 60 or 90 fps, but, as long as your fps never dips below the screen refresh rate, it looks/feels smoother than doing a 30fps or 45fps traditional vsync.
But of course, you’ll probably only need to do this for… significantly graphically heavy games… tons of less graphically intense / better optimized games will not need this level of tinkering min maxxing.
It doesn’t have VRR but it does have a configurable refresh rate. So e.g. if a game runs at a stable 40 fps you can run the display at 40 Hz too (or 80 Hz for the OLED model) and then you don’t get the uneven frame spacing you’d get from vsync with 40 fps on a 60 Hz display. With VRR the screen would also adjust to whatever frame rate the game produces even if it’s not stable, and the Deck doesn’t do that. But being able to get 40 fps with uniform frame timing instead of the 30 fps you’d have to use if the display was locked to 60 Hz (LCD model) or 90 Hz (OLED model) is a huge difference.
I didn’t think Deck supported VRR? If you have VRR you just cap your frame rate at 37 FPS or whatever and the screen syncs to that and refreshes at 37 Hz. What you’re describing sounds like old school vsync.
setsubyou got it more correct, my terminology is a bit off.
Yeah, you can lock the refresh rate at basically 15hz intervals (i think, last time i checked?), which is not true VRR, but, if you take the time to configure profiles and graphics settings per game, get stable and consistent frame rates, and then match the configurable refresh rate to that…
… this is sorta close to the … idea/performance of what true VRR is going for, it just doesn’t all work ‘automagically’.
I have an OLED, not an LCD, so yeah it looks like the LCD tops out at 60hz.
So with an LCD, you could aim for basically ‘always a bit above 30 fps’ and then 60hz, for that 1:2 ratio, and with an OLED, aim for ‘always a bit above 45 fps’, and then 90hz, for the same 1:2 ratio.
Its not the same, of course, as actually having 60 or 90 fps, but, as long as your fps never dips below the screen refresh rate, it looks/feels smoother than doing a 30fps or 45fps traditional vsync.
But of course, you’ll probably only need to do this for… significantly graphically heavy games… tons of less graphically intense / better optimized games will not need this level of tinkering min maxxing.
It doesn’t have VRR but it does have a configurable refresh rate. So e.g. if a game runs at a stable 40 fps you can run the display at 40 Hz too (or 80 Hz for the OLED model) and then you don’t get the uneven frame spacing you’d get from vsync with 40 fps on a 60 Hz display. With VRR the screen would also adjust to whatever frame rate the game produces even if it’s not stable, and the Deck doesn’t do that. But being able to get 40 fps with uniform frame timing instead of the 30 fps you’d have to use if the display was locked to 60 Hz (LCD model) or 90 Hz (OLED model) is a huge difference.