To be clear all I ask for is a toggle for uncapped frame rate as standard in console games. Then devs can optimize the way they want to, it will still be better with a VRR display because there’s always a bit of overhead.
I just disagree with people who say it’s just a band-aid for bad optimization and I think they don’t understand the tech. The very concept of « unstable framerate » being seen as a negative is because of static refresh rate.
unstable framerate due to CPU can be very erratic and negative indeed. and most console users with their performance modes experienced unstable framerate due to anemic CPUs found on ps4/xbox one consoles (1.6 ghz jaguar chips)
unstable framerate due to GPU can be very smooth, consistent and stable alongside with VRR. sadly that's a thing that they never experienced or have no idea/clue about. if ps5/xbox sx had uncapped framerate, most games they would be GPU bound and variable frame rate would be mostly governed by GPU boundness, specifically at 4K, therefore VRR would be great of help
GPU bound variable frame rate is much softer, less noticeable. but CPU bound variable frame rate cannot even be saved with VRR or anything
in the end it all depends how your system handles the game. on PC, it is very easy to control. say you're CPU bound, you can easily make yourself GPU bound with higher settings, higher resolutions. that is how I play most of my games, enforcing high GPU bound settings and let the VRR take the reins and enjoy headache free gaming
then again, CPU boundness also depends on the game. some games, it can still be saved by VRR. some games, it is unsalvagable. take Cyberpunk for example, in some regions it has erratic framedrops between 45-55 CPU bound with a ryzen 3700x and even with VRR it still feels horrible.
once you push settings and push it near 40-45 fps with gpu bound settings, it feels much, much better.