https://bugs.kde.org/show_bug.cgi?id=525619
--- Comment #37 from Conn O'Griofa <[email protected]> --- Update for v6.8.2: I can't reproduce the exact stuttering using the steps as originally reported, but overall pacing still feels worse compared to the 6.7 series. Simply panning the camera 360 degrees in a game at 1080P/60FPS usually has subtle but noticeable juddering that looks like a consistent 1FPS deficit, without any obvious deficit reported via Moonlight's statistics or frame rate/pacing reported by mangohud in-game. The judder seems to sometimes clear up for brief intervals, but mostly stays persistent. Rarely, the slight juddering can collapse to an even worse perceptual 30fps that can last tens of seconds, even though mangohud reports a smooth frametime and Moonlight reports uninterrupted 60FPS incoming rate. Another rate issue that I noticed: when launching a game while already connected via screencast, the launched game can sometimes throttle to exactly 20fps when vsync is enabled. Disabling vsync in-game uncaps the framerate correctly, but re-enabling vsync causes the 20fps cap to return, even though the screen is 60Hz. Leaving the game running but closing and reconnecting to the screencast session seems to allow the game FPS to return to the real vsync rate. This never happened on Kwin 6.7 or earlier. I've tried different combinations of environment variables, but I can't seem to get consistently smooth screencasting performance from a real output (which is actually a DP dummy plug set to 1080P/60Hz). I am getting much improved - or close to perfect - smoothness when screencasting to a virtual output instead of a real output, however. The current combination of settings I'm testing seems to give the best result: * Virtual monitor set to 1080P/60Hz configured via krfb-virtualmonitor and the "real" (albeit via dummy adapter) screen disabled via settings. * Plasma/6.8 branch manually compiled as of tip 53ac56a5caf16f090360c80eea6d8b8424b8de52 (to avail of the two fifo/commit-timing fixes not yet included in v6.8.2). * KWIN_WAYLAND_SUPPORT_COMMIT_TIMING_V1=1 set in environment. * Using proton-cachyos with VKD3D_FRAME_RATE=60 and PROTON_ENABLE_WAYLAND=1 set per-game, and vsync enabled in-game, which I believe are all the prerequisites to ensure vkd3d uses VK_EXT_present_timing for pacing. -- You are receiving this mail because: You are watching all bug changes.
