Digital Foundry confirmed: PlayStation 5 and PS5 Pro have prevalent VRR stuttering problems

by lucky
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We have received a continuous series of reports in the past few months, stating that there is a problem in PlayStation 5: VRR support is a problem where the performance of the game can be prevented from a continuous, clear turmoil that appears every eight seconds. Various views online have been shared and discussed, which covers numerous display and firmware, but after spending some time to investigate the issue, we can confirm that this is a real problem, which affects both PS5 and Pro Consoles – and will affect any of our tests.

It is important to explain that the VRR – variable refresh rate – generally and especially on the PlayStation consoles – works more specifically. Until the arrival of the VRR, the most stable performance in the console games was to close the frame rate on 60 FPS or 30 FPS. Even the supply of frames is sent to the display, compatible with the panel refresh rate. At 60fps, a new frame is shown with each new freshness of the screen. At 30fps, a new frame retains two refreshes. As the name suggests, the VRR works with the variable refresh rate. Instead of needing a console for harmony with the display update, the console itself is in charge when refresh – usually ready to offer a new frame whenever.

With VRR, no need to run a game on 60 Fps or 30 FPS permanently to run on 60 FPS or 30 FPS-as long as the frame rate remains the same, the gameplay still looks smooth, even if a game is working, for example, 50-60Fps or 100-120Fps. This is an honor for the players and can even be considered ‘fix’ for variable frame rates, which can substantially reduce the turmoil and completely remove the screen tarting in the exhibition titles.

So, what’s the problem with the playstation? The most obvious example of the riot that is presenting itself is found in the topics that support the 120Hz VRR with a unlock frame rate. What happens is that the gameplay works well for about 20 20 minutes, but immediately after that, a remarkable turmoil appears every eight seconds, giving some frames or taking it. The point of the VRR is to bring consistency to the variable frame rate and the ‘magic’ is lost when the game kills so regularly in such a regular caddy.

Oliver McKenzi and Alex Batgilia have shared their comments on the PS5 VR issue very much. In this video, you will see how the problem appears and how our approach to isolating the problem appears.View on YouTube

If you have a panel according to the VRR, you may have access to the refresh rate monitor. Not related to discussion by ignoring the more complex elements of the VRR (low frame rate compensation, etc.), after reading it, telling you how often the console is running to update the display with a new frame. It is closest that you will find a console equivalent to the PC style frame rate meter. Thanks to the inclusion of these meters, we have noted that the most clearly affected titles with turmoil increases the refresh rate counter moment to 120Hz. Therefore, come in the PS5 Pro in a game like Kingdom, for example, we can see the frame rate in the 60-70FPS range thanks to the screen display-and when the riots are kicked, it contains telt, momentarily jump 120 hertz.

Since the refresh rate monitor is very common in many different TVs and monitors – with the same 120 herts ‘tell’ all the test screens are found, we are eligible to exempt some of the reasons recommended for the PS5/Pro VRR riot. It has been suggested that this problem is limited to LG OLED TV, or LG OLED panels based on TV. Others believe that the issue was kicked only after the unprecedented LG OLED firmware update. However, we have tested the LG OLED PC monitor with a LG OLED TV, HDMI 2.1 VRR support and even an Eve Spectrum Monitor with Samsung Money, an LG OLED TV, HDMI 2.1 VRR support. Everyone has a refresh rate meter, all the exhibitions and all the shows in the moment of the show in 120 hits when one is hit. The increase in 120 hertz suggests that the console is getting out of the VRR in the moment and returning to a fixed refresh rate, which causes a riot.

At this point, we should emphasize that this is just a problem with a Sony. Xbox VRR is strong and Microsoft console works exactly in multi -platform games that showcase the problem at the playstation.

Enough Why? This is not clear. We have now tested 19 sports as a whole, found that many sports are troublesome, while others do not do so. Evidence shows that if the console’s output frame rate does not matter so much, there is little chance of a riot. For example, we can easily see the effects of this problem in Marvel’s Spider -Man, but it is more difficult to see if this is a problem in Marvel’s Spider -Man 2, running on the same engine and potentially using the same Sony libraries.

Although developers have to actively help VRR, especially to support 120Hz VRR, Sony offers a backup solution for existing sports that has no help. This help is at the system level, which is activated in the front end of the PlayStation. It is limited to 60Hz and allows the VRR to work in the ‘window’ from 48hz to 60Hz ‘window’. According to the reports that Aldin has a 20 -minute smooth game, after which there is a riot every eight seconds. Therefore, the evidence is far from the problem introduced by the game developers and more indicates how PS5 and PS5 Pro output a VRR signal.

Of the 19 games we tested, it shows the table where we can clearly confirm that there is a problem and vice versa, the titles where the VRR works as it should be. Our general test method was to load, go away and do other things, then return 30 to 60 minutes to check the riot. Of course, it can be well -known that for the titles that are not affected, only more time is needed before the start of the problem – but the thing is, we can confirm that Sony needs to be fixed.

Confirmation of Verified Sports Games Verified non -infected game*
Diablo 4 Dragon’s Dogma 2
Alden color The immortality of the Evim
Hogwarts inheritance God of war -ragrock
The last part of us 1 Gran Tourism 7
The last part of us 2
The salvation of the kingdom 2
The spider of miracles was re -created
Metaphor refantoido
Rachit and Clinic: Rift separated

* Our testing scope is not affected – other factors may cause this problem to be revealed

Given the table, it is difficult to find a common link between sports that showcase the issue and what they do not. This is not a third -party developer’s problem as Sony can affect the games. This is not an engine problem because the same basic technology games can sit in both categories. However, the inclusion of Alden Color will suggest that it is more likely to have a system level problem: The software released the game before releasing the game, which means that the PS5 system software is handling all aspects of the game’s VRR presentation.

We have only other common factors Many Games that support completely unlock – and therefore more variable – frame rates are a problem when the VRR is active. In the game methods where there is less change, it is less likely to present the problem. The titles that run permanently at 40Fps with 120Fps, 60Fps, 30fps or even VRR work fine.

That said, where this problem is clearly visible, it is clearly a major problem – the whole point of the VRR is to ‘smooth’ the games where the frame rate is variable, so in this regard, the riot is clearly a problem. First, you can easily disable the VRR in the System Software menu and play with standard fixed refresh rate. Thankfully, this is not a major problem at most affected sports we get. The only secondable solution is that when this problem arises, each time the game is to resume. Obviously, this is not ideal. We have informed Sony about all our results and hope that it will be focused. We will report it again in the right time.

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