Stop saying that! Seriously. I know how to tell framerates apart. I’ve been doing it for quite a while now. Here’s a video:
http://83.212.109.87/~realnc/vid/retroarch_vulkan_vsync_off.mp4
In the video, the animation during the room transition looks perfect in the video. However, it doesn’t look like that in real-time. There is jitter in the animation that is not visible at all in the video.
But this video proves that I use vulkan on Linux with vsync OFF (when in RA menu you can see the FPS going above refresh rate, which is 144Hz in my case) and there is no 30FPS cap or anything.
What does VRR have to do with frame pacing? VRR does not fix frame pacing issues. It has absolutely nothing at all whatsoever to do with frame pacing. VRR will just update the display (by ending the vblank) when the game presents a new frame. If a game has frame pacing issues, VRR is not going to help you.
And in some rare cases, gsync ON with vsync OFF gives me temporary tearing near the bottom of the screen. This is with a 120FPS cap on 144Hz. One game that does this for me is Prey 2016. Another one is the inventory and map screens in Witcher 3. When closing the inventory or map screen, during the transition from the menu to the main game, there is a split second where tearing is visible after the game engine stalls the framerate for about half a second. When LFC tries to recover from this 0FPS situation, you can see a few frames that have tearing near the bottom of the screen.
So please come down from that high horse of yours and give some consideration to other people’s input and experience.