Cyberpunk 2077 was updated last week to version 2.3, bringing with it a range of new features, including enhanced upscaling support on the PC version of the game. However, it’s the addition of console VRR that intrigued me. What does it actually do to the game’s existing 30fps RT/quality and 60fps performance modes – and by extension, what about PlayStation 5 Pro? The new update doesn’t actually deliver any bespoke support for Sony’s enhanced console, but unlocked frame-rates via VRR should definitely tap into the Pro’s additional performance – and this may well be the closest we’ll get to a Pro patch. Xbox? I tested Series X and I couldn’t seem to see any difference with VRR enabled.
In testing the VRR support for Cyberpunk 2077, I used a range of internal CDPR tests that are found within the PC version of the game, which can be “ported” across to any console release by using the cross-save system. This gives us entirely like-for-like sequences that allow us to get a handle on how performance changes with VRR enabled. And accessing these modes is as simple as turning on VRR on the console dashboard with 120Hz enabled. On PlayStation consoles at least, this unlocks frame-rate on the 30fps RT mode, running to a maximum of 40 frames per second. Meanwhile, performance mode lifts the 60fps cap, allowing for frame-rates to hit 120 frames per second.
On Series X, the lack of any difference to standard play does stick out – according to my LG CX OLED display, the console is outputting a VRR signal, but the refresh sticks to 118Hz – something that happens when VRR is not operating correctly. RT mode still runs at 30fps, performance mode at a capped 60fps – unless there’s something specifically wrong with my set-up, Xbox VRR needs a fix. However, it may well be the case that the gains you’d notionally receive will be minor anyway – as VRR support doesn’t actually benefit the base PlayStation 5 that much in my tests, so I’d expect the same thing to happen on Series X.
0:00:00 Introduction0:01:15 News 1: Cyberpunk 2077 2.3 update brings console VRR support0:13:42 News 2: Space Marine 2 ges RTAO on PC0:24:01 News 3: Donkey Kong Bananza originally planned for Switch 10:46:00 News 4: Hitman changes settings based on output res on Switch 21:01:53 News 5: DOOM SNES gets new Randy Linden port1:14:14 News 6: RDNA 4 suffers from broken RT in UE4 games1:21:20 Supporter Q1: How helpful will neural texture compression be for memory-constrained gaming hardware?1:29:59 Supporter Q2: What are your thoughts on Nintendo’s apparent attempts to discourage third party Switch 2 docks?1:37:25 Supporter Q3: Will any third party Switch 2 games use RT?1:39:58 Supporter Q4: How will CPU makers improve performance in the post-Moore’s Law age?1:45:24 Supporter Q5: What is Alex’s favourite type of pizza?
So, here’s how my results pan out. If we take the PC benchmark sequence and run it on the base PS5 and PS5 Pro, you’ll immediately see the issue: an average 62.84fps on the standard console falls well short of the 81.03fps average from PS5 Pro – a 28.9 percent advantage. The frames per second differential ranges from circa 10 percent to 45 percent as the sequence rolls out, so that 28.9 percent lead is not a sustained average. It is variable. However, running on a VRR screen it is clear that the Pro is much smoother.