This is like… really wrong no matter how one sees it. I can understand that having a stable frame pacing at 30 FPS is more enjoyable than an unstable frame pacing combined with a variable frame rate, because that’s definitely the case, but at no point will 30 FPS “feel like” it’s running at 60 FPS unless one is incapable of recognizing the massively more stuttering experience that 30 FPS is.
The only time a capped 30 FPS is more enjoyable or experienced as less “stuttery” is when the alternative is a variable frame rate between 30 and upwards with uneven frame pacing. This is, for example, something that DigitalFoundry touches upon quite frequently – many console games can feel ‘smoother’ v-synced and locked to 30 FPS.
And even then most of the stuttering experience can be solved either by capping the game to 30 FPS using V-Sync synced to each second VBLANK, or by capping to 30 FPS using some form of limiter – most of which, regardless of their frame render variance, should take care of the majority of the issue.
Special K’s frame pacing is quite good, yes, but it’s not magical – a 30 FPS cap isn’t going to feel like a 60 FPS experience just because the 0.01% (or even less!) frames are rendered within a 0.x ms variation from the rest.
G-Sync or FreSsync by itself has nothing really to do with how “smooth” the image is experienced – unless, again, one is comparing with a scenario with a highly variable frame rate where the FPS goes from one end of the spectrum to the other. But in those cases basically anything would feel the opposite of smooth, as there’s no frame pacing to speak of to begin with.
It wouldn’t matter if you had a VRR monitor or not – both would feel uneven as their frames are displayed at different lengths of time on the screen; some would be displayed on-screen for 16.67ms (60 FPS) while others would be displayed on-screen for 25ms (40 FPS), or even 33.33m (30 FPS). The lack of frame pacing results in a lack of “smoothness” in the overall visual experience.
But again, that has nothing to do with VRR per se and everything to do with what options you use in games, what average FPS you sit around, and whether you use something (anything, really) to cap the FPS to improve the frame pacing (anything is an improvement when comparing to nothing at all).
The only difference between VRR and a non-VRR monitor is whether the user would have screen tearing on top of that, and additional input latency if they went for the V-Sync option.
The key to getting good overall frame pacing with minimal stutters and whatnot is, in general terms, basically:
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Decide upon a target frame rate. The lower, the more “stuttery” the overall experience will be experienced as simply due to the lower number of individual frames displayed per second.
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Lower the visual quality settings until you can hit that target frame rate in the vast majority of the scenes you can expect in the game. Preferably add an additional breathing room above the target FPS to give the system some room to “breath” if necessary (sudden resource spikes etc). E.g. if I want to target 60 FPS, I typically ensure that the game can run at above 65 FPS at all time.
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Cap the FPS to the target frame rate using some optional method such as a FPS limiter or V-Sync.
- Many games have a subpar built-in frame rate limiter – using a third-party FPS limiters (RTSS or SK) or e.g. Nvidia’s built-in
Max Frame Rate
option (aka NVCP FPS limiter v3) is highly recommended in those cases.
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If you target a non-standard refresh rate (e.g. 40 FPS, 70 FPS, etc) then be sure to use a VRR monitor with G-Sync and FreeSync which would allow you to remove screen tearing that would otherwise occur.
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There’s also the option to force a non-standard refresh rate on the monitor and then use V-Sync, but it usually requires the use of CRU (Custom Resolution Utility).
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If you want to lower input latency at the desired target frame rate, VRR is a must unless you accept the screen tearing that occurs.
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Enjoy your gaming experience with good frame pacing and minimal stuttering.
Additionally, Special K can improve the situation further by improving the overall state of the swapchain of the game, but those sorts of changes only take you so far – the above five points still dictate the overall approach to improving frame pacing regardless.