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Up to 120.

Refresh rates

  • ProMotion technology for adaptive refresh rates up to 120Hz
  • Fixed refresh rates: 47.95Hz, 48.00Hz, 50.00Hz, 59.94Hz, 60.00Hz
That just seems weird. My PC VRR display, when set for vsync, chooses 144 as the refresh rate for games (but in reality games can do anything from 48-144hz with no screen tearing or weird judder). Not sure why macOS would do something different. Of course I've not noticed this behavior on my own system.
 
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That just seems weird. My PC VRR display, when set for vsync, chooses 144 as the refresh rate for games (but in reality games can do anything from 48-144hz with no screen tearing or weird judder). Not sure why macOS would do something different. Of course I've not noticed this behavior on my own system.

I don't have Resident Evil but when you choose VSYNC ON you choose 60 and Macbook display lowers its refresh rate to 60 when you're in the game. When you leave the game it adjust the refresh rate again so it's not weird. You can also choose 30 when in-game. The lowest refresh rate with ProMotion is 10 fps/10Hz on the internal display as far as I know.
 
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I don't have Resident Evil but when you choose VSYNC ON you choose 60 and Macbook display lowers its refresh rates to 60 when you're in the game. When you leave the game it adjust the refresh rate again so it's not weird. You can also choose 30 when in-game. The lowest refresh rate with ProMotion is 10 fps/10Hz on the internal display as far as I know.
Understood. Didn't realize they chose 60Hz instead of 120.
 
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I don't have Resident Evil but when you choose VSYNC ON you choose 60 and Macbook display lowers its refresh rates to 60 when you're in the game
Is that so? Because it's not the case in my games. Tomb Raider games let you choose 120Hz, and others don't allow you to specify a screen refresh rate. I have no reason to think that they would limit it to 60Hz when the screen is set to 120.

As for RE:Village, it may be using Metal 3 and stuff, but doesn't seem well optimized, TBH. Maybe this has improved since its release, but the performance difference between Macs and equivalent PCs is quite large...
 
Is that so? Because it's not the case in my games. Tomb Raider games let you choose 120Hz, and others don't allow you to specify a screen refresh rate. I have no reason to think that they would limit it to 60Hz when the screen is set to 120.

As for RE:Village, it may be using Metal 3 and stuff, but doesn't seem well optimized, TBH. Maybe this has improved since its release, but the performance difference between Macs and equivalent PCs is quite large...

Don't know why you all complicate things. It's very simple. If the game offers locked 30-120 fps in VSYNC you choose the refresh rate that suits you. When a reviewer says the game was locked to 60 they have chosen 60 fps in VSYNC. If your Mac screen is set to ProMotion it shows whatever refresh rate that you're watching/playing. If you have chosen fixed screen refresh rate screen tearing may occur.

Now that I read again the reviewer says "The game locked in at 60 fps" so it sounds as if they didn't actively choose VSYNC 60. Maybe it was on by default or something but that is how it works as far as I know.
 
When a reviewer says the game was locked to 60 they have chosen 60 fps in VSYNC.
We don't know that. In fact, why use VSync to measure measuring performance? That's the last thing you want to do. And using VSync on a promotion display has absolutely no advantage (except perhaps to save battery life) since there is no screen tearing without it. It just makes the game less smooth.

We just don't know why the fps was "locked to 60" as they say. Maybe it was alway quite close to 60 because that's how PromMotion operates in that game, and the reviewer described that as "locked".
 
Now that I read again the reviewer says "The game locked in at 60 fps" so it sounds as if they didn't actively choose VSYNC 60. Maybe it was on by default or something but that is how it works as far as I know.

We don't know that. In fact, why use VSync to measure measuring performance? That's the last thing you want to do. And using VSync on a promotion display has absolutely no advantage (except perhaps to save battery life) since there is no screen tearing without it. It just makes the game less smooth.

We just don't know why the fps was "locked to 60" as they say. Maybe it was alway quite close to 60 because that's how PromMotion operates in that game, and the reviewer described that as "locked".

Which was my point but you left out that part in your quote.
 
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Baldur's Gate 3 by default uses vsync (set to triple buffer) but it also allows the game to use the full refresh rate of the display (it has a separate uncheck framerate cap option). So I dunno what the deal is with RE8 (I don't own that game so I cannot look).
 
1440P game runs. Some of them are with MetalFX enabled (at least No Mans Sky and I think RE8 as well).
 
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1440P game runs. Some of them are with MetalFX enabled (at least No Mans Sky and I think RE8 as well).

RE Village doesn't use MetalFX. AUS=OFF

Skärmavbild 2023-11-07 kl. 21.53.41.png
 

Resident Evil™ 4 Revs Up for Release on iPhone 15 Pro, iPad, and Mac on Dec. 20, 2023​



Resident Evil™ 4 is coming in for landing on the latest Apple devices on Dec. 20, 2023. Prepare to experience the fear of this state-of-the-art survival horror title in the palm of your hand with iPhone 15 Pro and iPhone 15 Pro Max. The highly acclaimed reimagining of the 2005 classic will also be available on iPads and Macs with the M1 chip or later. Separate Ways will launch alongside the action-packed main game. This story DLC follows Ada Wong on a secret mission that expands on the adventure and features thrilling new game mechanics.

Resident Evil 4 is available now for pre-order on the App Store. Players can try a portion of Leon S. Kennedy’s nightmarish journey with a free download to experience the bone-chilling visuals and scary-good performance on Apple devices before accessing the full game with a single purchase. Resident Evil 4 includes support for Universal Purchase and cross-progression between iPhone, iPad, and Mac, enabling players to enjoy the game at home or on-the-go and continue their save games across devices.

Stray is coming to macOS on December 5​


The game will be available on December 5 through both the Mac App Store and Steam for $30. It will be available exclusively for Apple Silicon.
 
Can't wait to see how the M3 Pro and Max perform. But I guess we'll need to wait for optimised games (RT and mesh shading) to really see the benefits of the new chips.

Unfortunately it seems like the M3 Pro has been constrained a little too much while the M3 Max has been unleashed.
 
Can't wait to see how the M3 Pro and Max perform. But I guess we'll need to wait for optimised games (RT and mesh shading) to really see the benefits of the new chips.

Unfortunately it seems like the M3 Pro has been constrained a little too much while the M3 Max has been unleashed.
It will be interesting to see how long RT games take to show up. Aside from Nanite using some mesh shader stages, I am not sure how long until RE Engine Next will have a game using them. Northlight (Alan Wake 2) isn't compatible with Metal (as far as we know). I dunno if any other engine will use the hardware.
 
That just seems weird. My PC VRR display, when set for vsync, chooses 144 as the refresh rate for games (but in reality games can do anything from 48-144hz with no screen tearing or weird judder). Not sure why macOS would do something different. Of course I've not noticed this behavior on my own system.

144hz via displayport or via HDMI?

I could be wrong, but the max frame rates are different for different buses/ ports. HDMI tops out at 120hz, while displayport can go on up to 144hz.
 
144hz via displayport or via HDMI?

I could be wrong, but the max frame rates are different for different buses/ ports. HDMI tops out at 120hz, while displayport can go on up to 144hz.
It depends on the version of the port as well as the resolution. My 1440p monitor can do 144Hz over it's HDMI 2.0 port as well as DisplayPort.

Framerate, resolution, color space, and a few other things make up the bandwidth needed. Generally if what you're trying to do is less than the maximum bandwidth of the port than it should work.
 
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3dmark is finally doing a real cross API benchmark. Steel Nomad. No release date but various websites have screen grab previews.

Sadly this one doesn't have an RT, so that part is a waiting game, but this should dethrone Timespy eventually.
 
3dmark is finally doing a real cross API benchmark. Steel Nomad. No release date but various websites have screen grab previews.

Sadly this one doesn't have an RT, so that part is a waiting game, but this should dethrone Timespy eventually.
I'm confused, what's different from Wild Life and Solar Bay? These are cross-API benchmark apps.
 
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