A special patch that offers a big improvement to responsiveness.
However, 120Hz and explicit VRR support have been missing - until the recent release of patch 1.31.
What compromises are needed to add 120Hz and VRR support, and is a full 120fps even possible?
We’ve been testing the game to find out.
First of all, it’s important to set expectations.
When developers mention 120Hz support they don’t necessarily mean that the game will run at the full 120fps.
To get down to the basics, patch 1.31 adds four new graphical modes.
Outside of gameplay, there are worse frame-rates than while racing, with dips down to 50fps in replays.
In exchange, you get a higher 1440p resolution.
Replays though do look better, which makes sense given the lower performance, perhaps at or near 4K.
It’s not too bad, but it is noticeable.
The resolution option in VRR is even more interesting.
For the moment though, GT7 remains a tremendous VR experience that feels superb to play.
After all, 60fps on two screens can have pretty similar GPU requirements to 120fps on one screen.
If so, it’s perhaps a bit surprising that the solution seems to have been so simple.
Drop resolution and ray tracing, and the game seems to hum along just fine at high frame-rates.
For users with VRR screens, this is a very nicely balanced option.
However, competitive, professionally-minded players may have different priorities.