| Summary: | Proton games locked to display's refresh rate with kwin 6.1.3 | ||
|---|---|---|---|
| Product: | [Plasma] kwin | Reporter: | d3vilguard <g.ignatov> |
| Component: | xwayland | Assignee: | KWin default assignee <kwin-bugs-null> |
| Status: | RESOLVED UPSTREAM | ||
| Severity: | normal | CC: | nate, xaver.hugl |
| Priority: | NOR | ||
| Version First Reported In: | 6.1.3 | ||
| Target Milestone: | --- | ||
| Platform: | Arch Linux | ||
| OS: | Linux | ||
| Latest Commit: | Version Fixed/Implemented In: | ||
| Sentry Crash Report: | |||
| Attachments: | drirc for doom eternal | ||
|
Description
d3vilguard
2024-07-27 05:23:30 UTC
I can confirm some weirdness at least. When I launch Doom Eternal, it launches with direct scanout working and the fps is limited to the refresh rate - the game reports that it's spending a lot of time on the CPU, which is almost certainly vkQueuePresent blocking in the driver. When I force compositing, for example by showing the volume popups, the game pushes a lot more fps. Do you see the same? Created attachment 172320 [details]
drirc for doom eternal
I found a workaround for Doom Eternal in Mesa, which forces it to use more images for immediate mode presentation, because otherwise the game might just allocate two, which would explain this fps limitation. If I manually set this workaround by placing the attached file in my home directory, Doom Eternal always has unlimited fps.
So I think the workaround isn't being applied properly anymore in Mesa. I don't know why KWin 6.1.3 vs 6.1.2 would make a difference, but it might be that direct scanout was suppressed more often in 6.1.2.
(In reply to Zamundaaa from comment #2) Upgraded to 6.1.3. Changing volume via shortcut does infact make the game render more fps. Can't seem to get the drirc working. (In reply to Zamundaaa from comment #2) > Created attachment 172320 [details] > drirc for doom eternal > > I found a workaround for Doom Eternal in Mesa, which forces it to use more > images for immediate mode presentation, because otherwise the game might > just allocate two, which would explain this fps limitation. If I manually > set this workaround by placing the attached file in my home directory, Doom > Eternal always has unlimited fps. > > So I think the workaround isn't being applied properly anymore in Mesa. I > don't know why KWin 6.1.3 vs 6.1.2 would make a difference, but it might be > that direct scanout was suppressed more often in 6.1.2. okay, way easier to vk_x11_ensure_min_image_count=true vk_x11_override_min_image_count=4 %command% as a launch option. Game seems alright now with 6.1.3. Tried 6.1.4 also with mesa git-1a579552af. Take aside the locking of the FPS upon alt-tabbing. Without the options menu FPS is lower than it should be. When playing around with the volume I am getting 405 in the menu. Without the options I'm around 360. I have noticed that vk_x11_override_min_image_count=6 is better than 4. I'm able to stay around 405 in the menu but it constantly fluctuates (400-410). If playing around with the volume it's more stable at around 405. Place advice if I should open a bug at mesa instead of here. More than 4 buffers can provide very slightly less time where the app needs to wait for a buffer, that bit's not super surprising. (In reply to d3vilguard from comment #5) > Place advice if I should open a bug at mesa instead of here. I think an issue for Mesa about this might be more actionable than this. |