Reply To: What about VRR?


I would say it is not completely true. If you have a game that works at 59fps (such us Wii U’s Mario Kart 8) or is continously losing frames (such as Xbox 360’s Dead Rising), you will experience stutter in the former and tearing in the latter. Those problems could be solved if an adaptive sync technology were implemented.

However, it has to be implemented into the console first. Which won’t happen.
I mean… why do you think tearing/stuttering happens? It happens cause a variable refresh rate is “mapped” to a fixed refresh rate (that’s what consoles put out). The whole point of VRR is to eliminate that step.