Open MilesFarber opened 10 months ago
Can you reproduce this after switching to the Mobile or Compatibility rendering method in the top-right corner of the editor?
Are your graphics drivers fully up-to-date from AMD's website?
Can you reproduce this after switching to the Mobile or Compatibility rendering method in the top-right corner of the editor?
Are your graphics drivers fully up-to-date from AMD's website?
Happens both with Forward+ and Mobile, doesn't happen with Compatibility. Unfortunately I cannot use Compatibility because my current project REQUIRES shadows.
AMD's website drivers are not compatible with Steam Deck. You have to get them here: https://help.steampowered.com/en/faqs/view/6121-ECCD-D643-BAA8
Same problem with 4.2 Beta 1, Forward+ can't be used, jitter is horrible in editor and games with Steam Deck Windows 11.
It is something to keep in mind, since thousands of people who use Windows on a Steam Deck will not see games created with GoDot correctly.
Ok, I have already found the problem, it is when two monitors are active, when you indicate in Windows that it can only be seen on the deck or only on the external monitor, it does not happen, when you activate a second monitor it happens
The steamdeck runs at 60Hz With version 3.2 the Steam Deck can be switched from the default 60Hz display refresh rate to 40Hz. Then you can set a frame limiter, typically to something like 40, 20 or even 10fps.
I assume stutters might happen because multiple monitors with a different hertz rate are connected. There are similiarish problems observable in the editor when moving sprites, although in the game and not really in the editor.
However it looks related, as the order of frames seems to be confused or the heavy stutters here might be from the bigger gap of potentially 10fps to a 60hz screen. Can't confirm but something which could be kept in mind.
You can find my test results with sprite 2d on a 60hz / 100hz screen setup in this thread: Issue #6389
The steamdeck runs at 60Hz
With version 3.2 the Steam Deck can be switched from the default 60Hz display refresh rate to 40Hz. Then you can set a frame limiter, typically to something like 40, 20 or even 10fps.
I assume stutters might happen because multiple monitors with a different hertz rate are connected.
There are similiarish problems observable in the editor when moving sprites, although in the game and not really in the editor.
However it looks related, as the order of frames seems to be confused or the heavy stutters here might be from the bigger gap of potentially 10fps to a 60hz screen. Can't confirm but something which could be kept in mind.
You can find my test results with sprite 2d on a 60hz / 100hz screen setup in this thread:
Untrue. You cannot change the refresh rate on a Steam Deck running Windows 10. Even when both the built in and external monitor are set to 60hz, the issue still happens.
I get a feeling this will be resolved by https://github.com/godotengine/godot/pull/80566.
Godot version
4.1.1 Stable
System information
Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - integrated AMD Custom GPU 0405 (Advanced Micro Devices, Inc.; 31.0.14033.2008) - AMD Custom APU 0405 (8 Threads)
Issue description
https://github.com/godotengine/godot/assets/24918282/a041c0fa-eb6a-44b2-ba9d-20ce8d3a2b91
Tested with Vega 64 desktop computer, issue doesn't happen, but I am disabled and I cannot sit in front of a desktop all day.
Steps to reproduce
1) Clean reinstall Windows 2) Clean reinstall all drivers 3) Clean reinstall Godot 4.1.1 4) Create new project 5) Rotate the view
Minimal reproduction project
Test2.zip