Open DaniilAlpha opened 2 months ago
Do you have a multi-monitor setup (if so, which refresh rates do the monitors have)? Also, are you on a X11 or Wayland session? Use echo $XDG_SESSION_TYPE
in a terminal to know.
No, a single monitor. I am on a wayland session.
I was exploring godot demo projects for 4.2 version, and noticed one strange thing: this king of lag is not present of some of the 3d demoes even when vsync is enabled (notably, voxel demo) and some of 3d and 2d demoes (e.g. platformer, both 3d and 2d) has it only when playing on small window (though it drops to 37-40 fps instead of 30). When I maximize window, it runs smoothly on 60 fps. I have a single 3440x1440 monitor with the 21:9 aspect ratio, so i think it has to do something with it, considering how it works for most of the people, and also depends on window size, but it is just speculation.
Do you have variable refresh rate (G-Sync Compatible) enabled in nvidia-settings?
I am not sure, but seems that this option is not available on kde + wayland (at least i cannot see it). The arch wiki says that "kwin should automatically enable VRR for full screen applications".
Tested versions
System information
Fedora 40 (6.9.12-200.fc40.x86_64) - any renderer - Nvidia RTX 3060 Ti, proprietary driver 555.58.02
Issue description
After starting a game (either build, debug and release, on from editor) fps shows to be 60, just to drop to 30 after a few seconds (based on profiler data). When forcing fps to be 60, profiler shows 60 all the time, but visually it's obvious that that behaves the same way. Though when disabling vsync AND setting max fps to 0, framerate does not drop. Some additional info to help identify the issue:
Steps to reproduce
Minimal reproduction project (MRP)
Default empty project.