Open gabriele2000 opened 1 year ago
The V-Sync doesn't work (if I put 60Hz and enable the V-Sync in-game, the game fails to sync to the selected Hz, they sync with the screen Hz instead)
This is normal because Wayland apps cannot change the refresh rate, so the game thinks your monitor is running at 60 Hz when in reality it's running at 144 or 165 or whatever it is for you. The only way to work around that would be to engage the frame limiter if we detect that it's running above the desired refresh rate, but that's actually quite tricky especially if the app is running in windowed mode.
I don't think DXVK can do anything about audio issues though, we don't interact with audio in any way whatsoever.
I don't think DXVK can do anything about audio issues though, we don't interact with audio in any way whatsoever.
I know, the audio issue is the desync, which is caused by the game having the FPS limited to 60 (since the game is synced to 120Hz, even with the vsync off, which is WEIRD).
This is normal because Wayland apps cannot change the refresh rate, so the game thinks your monitor is running at 60 Hz when in reality it's running at 144 or 165 or whatever it is for you.
The problem is that my monitor is a 120Hz monitor, I limit the game at 60FPS but the game knows that my refresh rate is still 120Hz and the videos are desynched when the loading is complete.
A: The game is DUMB for synching videos to your monitor refresh rate B: There should be a way to "fake" the refresh rate for games without having to lower it globally (it would be a no-brainer thing to do, but since it's the only game that has this issue, and since the issue is common (quick google search and you'll find hundreds of similar reports), I'd prefer if there was another way to solve the problem).
By the way, every game that has an FPS limiter can limit the output, it shouldn't be too different as limiting the Hz. Since WINE doesn't have Wayland support at a ready state (YET, still WIP), it shouldn't be the problem since the game is still running on X inside Wayland, but still X.
Call of Duty: Ghosts has a weird problem, now I even know why so here I am, I'm reporting this issue here since DXVK is the wrapper and there are a lot of hacks for problematic games.
When loading a level the game drops the framerate at 30FPS, when it finishes they reach the maximum possible. Now, I don't know if it's an XWayland-caused issue or it's simply the game's fault, but:
Note: I think that an APITRACE of the problem will be impossible since the CPU load that apitracing puts is simply going to "fix" the problem, like the issue present in CoD: Modern Warfare 1 Remastered with the terrain glitches.
Software information
Call of Duty: Ghosts, DX11 x64
System information
Apitrace file(s)
Will create it if asked, but I doubt I'll be able to reproduce the issue.
Log files
game.log