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Stutter on Linux X11 when using multiple monitors #62821
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The incorrect primary monitor detection is likely related to the issue where Godot spawns its first window on the wrong monitor on Linux. |
Would this explain the stutter? I mean, if we fix the monitor issue, do you think the stutter would go away? |
I can't guarantee the issue will be fixed if primary monitor detection is fixed. The stutter may be due to how Godot uses X11 functions (it doesn't use SDL). In the meantime, this would be a good opportunity to finish #48364 and godotengine/godot-proposals#1923. In general, V-Sync on monitors with different refresh rate is a difficult proposition. Compositors will often lower their update rate to match the slowest monitor, making for a poor user experience. It's like using monitors with different DPI on X11 – it's one of the biggest reasons Wayland is being pushed these days. |
What we are missing to finish #48364? |
It needs to be rebased and reviewed 🙂 |
This indeed seems to be more like an X11 / Vulkan issue as you suggested. I just noticed the exact same behavior on |
I can confirm that this monitor issue is also happening on non Linux setups with different Hertz hardware. I tested it with a 60hz, 100hz adaptive monitor and experienced the same issues when V-Sync was switched on. |
Godot version
4.0-alpha11
System information
Linux 5.18.9-arch1-1, NVIDIA driver version 515.57, RTX 2070 Super
Issue description
I have a 3 monitors setup where two are 240hz and one is 60hz. When I run my project with vsync enabled I see a consistent stutter every 120 frames.
I don't know if this is related but my primary monitor is a 240hz, when I launch my scene, Godot reads my refresh rate as 60hz. It seems that's happening because it thinks my 60hz monitor is the primary one.
If I disable vsync, the problem goes away.
xrandr info:
Steps to reproduce
Not sure how to properly reproduce this but I can help with fixing the issue if you give some ideas about what might be happening.
Minimal reproduction project
No response
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