Home Artists Posts Import Register
S

Content

Hi everyone, Rich here. So we keep talking about how good VRR is, we keep talking about 120Hz but these are two key next-gen console features that we can't show on YouTube. I've talked a lot in the past about 120Hz but what about VRR?

The best solution so far is still to point a camera at the screen, which I still don't think is ideal, but how else can we capture the experience at this point? We've got a lot of great minds in the DF Supporter Program so I'll be interested to get some feedback on this - it is the head-to-head VRR footage I shot for Tom's A Plague Tale: Innocence video. Tom just ran it at 200 percent speed, but I actually shot it at 120fps using the Panasonic GH5's slow motion mode.

See what you think of the full 120fps experience by grabbing the download - and I will be genuinely interested in any feedback you might have about the effectiveness of this, or what other potential solutions there may be. To get the most feedback possible, I'm opening up this post and download to all DF Supporters!

Downloads here: https://digitalfoundry.net/2021-07-16-a-plague-tale-innocence-vrr-shots

Files

A Plague Tale Innocence VRR Shots

This is 120fps media that YouTube does not currently support. The 120fps downloads are available at for DF Supporters at digitalfoundry.net

Comments

Kris Graney

Hi Rich. Interesting. What if you played the vrr back at a fixed 60fps so you get to experience the variability of the playback speed? The higher the frame rate, the faster the motion etc in the video and the lower the frame rate the slower the motion in the video. I am not sure how well the variability would come across played back at a fixed 60fps or if slowed down further to quarter speed (30fps) you could perceive visually the variability of the FPS. Audio playback would be a problem since either it would playback at fixed rate and quickly desynchronise from the video or your need to carry the audio speed in line with the video. Another thought I had regarding the tv recording. I remember back in the day you could use tools to try to ocr text in a video. Could you run the camera video through a similar tool with focus applied to the Hz reading and try to brute force the readings in to a csv file with time stamps? Possibly not worth it since the clean up of the days may well take too long rendering it a pointless exercise. I just wonder if it could work since video is just a series of images stitched together to represent video. Or something to that effect. I think Amazon AWS has a tool for doing something like this from video or pictures. Using a trim filler in your workflow to output just the segment of video that has the Hz and run ocr on the stream of pictures or video file. Kris

Anonymous

I watched at 120hz and both consoles just seemed 'smooth' . I couldn't really tell much more than that. It's good seeing the metrics from the oled though.

d0x360

Going off what Kris said.. we should be able to see smoother animation when the video is slowed down. I know I've seen videos where the game was played at 120fps and also at 60 and then they are put side by side and as long as the frame rate is actually different and by at least 30 fps then we should be able to see it. Of course I don't think it's possible to effectively show off the benefits of VRR itself unless you have a game where you can always recreate like a 20fps drop while at the same time in 60hz mode it never drops at all. It's definitely a tricky one

digitalfoundry

Ah yes, it's worth watching the main video Tom did as he did capture at 1080p120. The issue here is that you cannot capture VRR. What you get in this mode in A Plague Tale is constant screen-tearing - so constant and pervasive our tools cannot track them. I think the key point isn't so much capturing 120Hz - it's try to represent VRR.

Anonymous

Fair enough. I didn’t quite grasp what you meant but now I understand. I need my coffee.

Anonymous

Hey Rich I might be completely wrong here but giving it a shot. You remember how we did Rachet 120fps video by running the game at 50% using accessibility mode and playing it back at 200%? How about we record the VRR video as is direct feed from the consoles.... Play it back at 50% speed and frame by frame measure the frame time dips from 8. 33ms (for 120Hz) all the way to 16.67ms. (for 60Hz). OR since it's gonna be running at 50% speed the frame time might actually be 16.67ms all the way to 33.34ms for 30Hz. But we can show it times X 2 since we know it's running at 50% Now based on the frame time shouldn't we be able to tell what refresh rate the current frame was processed on or no? If yes then this should tell per framing variable refresh rate. . OR I might be missing something crucial here entirely. If thats the case, I apologize in advance :)

Anonymous

Not sure how often that CX is updating it, but doing OCR on that Hz in the corner would provide a rough fps graph.. not sure how difficult that would be for software given the background changing (is there an option to make the CX background for it opaque?). Perhaps it would still miss too many transitions, making it too inaccurate... Have no companies approached you about them making a 2.1 capture device still? Now AV receivers have finally figured out how to be a passthrough device, it's only a matter of time, surely?