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[VG Tech] Gran Turismo 7 PS5 120fps Mode Frame Rate Test

Lunatic_Gamer

Gold Member



Timestamps:
00:00 - PS5 120fps Mode Prioritize Frame Rate
14:33 - PS5 120fps Mode Prioritize Resolution

Patch 1.31 for Gran Turismo 7 introduces four new graphical modes based on the 120 Hz output toggle, the graphics priority option and whether or not the PS5 has VRR enabled. Footage for the VRR modes isn't included in the video or stats due to capture card limitations. Some offscreen capture images of the VRR resolution mode using a refresh rate counter are here: https://bit.ly/3nUwG2H

The footage in this video is from gameplay and not from a replay. The races tested may be slightly different from the video here: • Gran Turismo 7 PS...

With 120 Hz output enabled, graphics priority set to frame rate and VRR disabled, PS5 renders at a resolution of 2240x1260 using a form of checkerboard rendering.

With 120 Hz output enabled, graphics priority set to resolution and VRR disabled, PS5 renders at a resolution of 2560x1440 during gameplay using a form of checkerboard rendering.
This mode renders the replays using the trackside camera view at a resolution of 3840x2160 using a form of checkerboard rendering.

With 120 Hz output enabled, graphics priority set to frame rate and VRR enabled, PS5 renders at a resolution of 2560x1440 using a form of checkerboard rendering.

With 120 Hz output enabled, graphics priority set to resolution and VRR enabled, PS5 renders at a resolution of 3840x2160 using a form of checkerboard rendering.

With 120 Hz output disabled (60fps mode), PS5 renders at a native resolution of 3840x2160 during gameplay. When set to prioritize frame rate, the replays using the trackside camera view use a form of checkerboard rendering to render at 3840x2160. When set to prioritize resolution/ray tracing, these trackside replays are capped at 30fps, render at a native resolution of 3840x2160 and feature ray traced reflections.

With 120 Hz output enabled and VRR disabled, motion blur is disabled during gameplay. Grass draw distance and density varies between modes https://bit.ly/3mfsSso

The scene at 7:32 is a stress test and is not representative of general gameplay. Replays using the trackside camera view run worse than normal gameplay https://bit.ly/41cMlJ4

PlatformsPS5 120fps Mode Prioritize Frame RatePS5 120fps Mode Prioritize Resolution
Frame Amounts
Game Frames103335102803
Video Frames104628104628
Frame Tearing Statistics
Total Torn Frames00
Lowest Torn Line--
Frame Height14401440
Frame Time Statistics
Mean Frame Time8.44ms8.48ms
Median Frame Time8.33ms8.33ms
Maximum Frame Time16.67ms16.67ms
Minimum Frame Time8.33ms8.33ms
95th Percentile Frame Time8.33ms8.33ms
99th Percentile Frame Time16.67ms16.67ms
Frame Rate Statistics
Mean Frame Rate118.52fps117.9fps
Median Frame Rate120fps120fps
Maximum Frame Rate120fps120fps
Minimum Frame Rate92fps85fps
5th Percentile Frame Rate104fps97fps
1st Percentile Frame Rate96fps91fps
Frame Time Counts
8.33ms102042 (98.75%)100978 (98.22%)
16.67ms1293 (1.25%)1825 (1.78%)
 
Sacha Baron Cohen Thumbs Up GIF by Amazon Prime Video
 

Tchu-Espresso

likes mayo on everthing and can't dance
What’s this about checkerboard rendering? Never heard of that associated with the PS5 version before.
 

modiz

Member
Expected for a cross-gen game but still good results. Guess the game is very light on the CPU anyway.
 
Checkerboard rendering would explain the little bit of aliasing I've seen using the 120Hz VRR resolution mode, still looks crisp though (the more frames to work with the better for a technique like CBR) and is a worthy trade-off for the 100fps or so seen on most tracks I've tried.
 

MarkMe2525

Gold Member
It's always a balancing act when shooting for these high frame rates on consoles, and it seems they put a emphasis on actually hitting that 120hz. I personally would prefer a more stable imagine without the aliasing, but something has to give and I applaud the effort.
 
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