So please do explain what the fuck "Just like if you select 1080p centrally, it stays at 1080p signal, even if the resolution is downrezzed" means. That
is technobabble, unless you're able to translate it into English.
Seriously. You have a link to a page relating to
PC gaming. I provided a link that explains how
Xbox works. Here it is once again, and I think WindowsCentral is more of an authority instead of a random forum:
https://www.windowscentral.com/xbox-one-120hz
I will give you another post of his on the subject:
One important consideration: Input lag
60fps @ 120Hz has much less VSYNC ON input lag than 30fps @ 60Hz on the same display.
Frames refreshed faster onto the screen surface. Instead of a 30fps frame being scanned-out onto the panel in 1/60sec, you now have a 30fps frame scanned-out onto the panel in 1/120sec.
That _really_ makes a big difference.
Also, VRR ranges needs to be huge so that you don't get the VSYNC ON input-lag increase effect at 60 frames per second. You need to run at framerates below VRR maximum, to fully eliminate the backpressure input lag that is common to VSYNC ON or when hitting maximum framerate on a VRR monitor.
As people know from the various GSYNC articles on Blur Busters, we cap a few frames per second below max Hz. We were the world's first to measure the input lag of variable refresh rates
back in year 2012 ... (FreeSync is a variable refresh rate tech, similar to GSYNC). So, 60fps would have no VSYNC ON lag due to it never being VRR max. So 60fps FreeSync has much less input lag if the FreeSync monitor is at least approximately ~61Hz or higher (preferably ~65Hz or higher).
So giving consoles 120Hz + VRR is a two-way input-lag fix:
--> Reduction in input lag from faster 120Hz refresh cycles of 30fps or 60fps content; AND
--> Reduction in input lag from no longer hitting VRR maximum.
Just one of the two is a big lag reduction. Having both is having cake and eating it too.
Low-lag 30fps and low-lag 60fps FTW!