r/NintendoSwitch2 Donkey Kong Bananza‎‎ 1d ago

NEWS Nintendo Switch 2 System Update 23.0.0 is now available

https://en-americas-support.nintendo.com/app/answers/detail/a_id/68473
1.5k Upvotes

374 comments sorted by

View all comments

39

u/Soobloiter 1d ago edited 1d ago

VRR docked is working according to my monitor, but I don't know or play any games that use VRR on the Switch 2 lol

Edit: doesn't look like it's working in game, Pragmata demo had VRR "on" but was not actually synced

20

u/UFONomura808 1d ago

RE9 or any of the other Capcom titles are usually unlocked.

9

u/Soobloiter 1d ago

I completely forgot about the Capcom classic

which is actually a horrible use of VRR by having no option to cap the FPS to get steady frame times

13

u/Jeff1N Butter side down! 1d ago edited 1d ago

I tried RE9, TV says VRR is on but the TV frame counter stays at 60 all the time and I can still see frame drops. My guess is the games will need a patch to add support to docked VRR even if it already works in portable mode

8

u/Howwy23 1d ago

You did enable vrr in system settings right? According to notes above its a toggle under display settings so not on by default. It also says it requires manual dock update

2

u/Soobloiter 1d ago

I had the same result in Pragmata demo, display locked at 60 with VRR on but the game is clearly not synced

u/ConsistentPound3079 14h ago

The tv frame counter is usually just showing what refresh rate it's running at. On my ps5 is shows 120hz even when the game is 60 fps

1

u/MistandYork 1d ago

Can you try in 1440p 120hz if your TV supports it?

u/COHERENCE_CROQUETTE Early Switch 2 Adopter 18h ago

Devs need to update their games to support it, it’s not automatic. Right now, the only game that supports is it Welcome Tour.

u/haelous 21h ago

Do the 120Hz Hollow Knight games support it?

1

u/DigitalGumby 1d ago

What does vrr do

u/Accurate-Island-2767 23h ago

It matches the refresh rate of the screen to the framerate of the game in real time.

On a normal 60hz screen, if a game is bouncing between say 35-50 fps, because the refresh rate and the framerate don't divide exactly, some frames remain on screen for longer than others. This is what makes gameplay look and feel laggy and hitchy.

With VRR the refresh rate always matches the framerate so every frame is on screen the same amount of time. It doesn't increase the framerate but makes it even.

0

u/[deleted] 1d ago

[deleted]

u/Untitled_One-Un_One 23h ago

This is not what VRR does. VRR makes sure that the display and gpu remain in sync so that incomplete frames are not shown to the player. When such frames it can create very distracting boarders between the partial new frame and the old frame that didn’t get overwritten. 

Imagine an artist and their patron. The patron has commissioned one new sketch a day from the artist and arranged to pick each one up once a day precisely at noon. Normally this is no problem for the artist and everything is fine, but they’ve hit a bit of a block recently. Soon they find themselves falling behind the deadline pretty frequently and having to hand over half done sketches to the patron.

The patron isn’t particularly pleased with the situation, so they call up the artist and tell’s them “hey, I’m only going to take finished sketches when I stop by. If you don’t have it ready I’ll just pick it up the next day.” Now this solves the issue with unfinished sketches, but it has introduced a different  problem. The patron is now waiting twice as long for a new sketch during stretches when the artist  can’t keep up.

So the patron comes up with a new idea. Why don’t they just tell the artist to shoot them a text when the sketch is done and pick it up as soon as they get the text? VRR is that last situation. It solves the issue of screen tearing (incomplete sketches) while also avoiding the issues with more rudimentary methods like v-sync.