[Bug 58143] New: Variable refresh rate does not work properly with winewayland.
http://bugs.winehq.org/show_bug.cgi?id=58143 Bug ID: 58143 Summary: Variable refresh rate does not work properly with winewayland. Product: Wine Version: 10.6 Hardware: x86-64 OS: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: winewayland Assignee: wine-bugs(a)winehq.org Reporter: jogamer1(a)protonmail.com Distribution: --- When using Wine's wayland backend, variable refresh rate is not working properly according to the monitor's built in refresh rate counter. It works fine on xwayland. Steps to reproduce: 1. Have a monitor and GPU that supports VRR 2. Set up a framerate limiter such as Mangohud, cap the game to a framerate within the monitor's VRR range (most 1080p 144hz monitors with VRR/Freesync/G-Sync have a range of 144hz to 48hz). 3. Launch a game in native wayland mode with 'MANGOHUD=1 DISPLAY= wine game.exe' (assuming dxvk is set up and your GPU supports Vulkan), make sure the game is in fullscreen. 4. Cap the game's framerate, if your monitor has a refresh rate on-screen display watch it spike from the framerate you capped it at to the monitor's max refresh rate. 5. Test it again with xwayland wine in fullscreen 'MANGOHUD=1 wine game.exe', cap the framerate and actiavte the monitor's refresh rate on-screen display. It will stay at/around the game's capped framerate. Using KWin Wayland 6.3.4, Kernel 6.14 Mesa 25.0.3, AMDGPU RX 6000 graphics with a 144hz monitor connected via Display Port. Most Unity engine games launch fine in wayland mode for games to test. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
http://bugs.winehq.org/show_bug.cgi?id=58143 Stipe Kotarac <stipe@kotarac.net> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |stipe@kotarac.net -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
http://bugs.winehq.org/show_bug.cgi?id=58143 jogamer1@protonmail.com changed: What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |RESOLVED Resolution|--- |FIXED --- Comment #1 from jogamer1@protonmail.com --- Just tried this again, specs are: RDNA3 GPU 1440p 144hz monitor via DisplayPort R7 5800X Mesa 26.0-git kwin 6.5.5 Kernel 6.19-rc6 Wine Staging 11.0 Seems to be working now on Wayland, again tested a Unity game. I don't remember if I had it enabled in KDE but the night light being enabled in Wayland forces compositing (i.e no direct scanout in fullscreen) which forced the monitor's OSD to show 144 fps. Either way with night light disabled and being on current kwin-wayland the monitor's OSD no longer fluctuates between the fps cap to the monitor's max refresh rate. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
http://bugs.winehq.org/show_bug.cgi?id=58143 --- Comment #2 from jogamer1@protonmail.com --- And for testing out if kwin's directscanout is working you can open the kickoff menu and search 'kwin debug', go to the effects tab and load the 'showcompositing' effect. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
http://bugs.winehq.org/show_bug.cgi?id=58143 Alexandre Julliard <julliard@winehq.org> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED --- Comment #3 from Alexandre Julliard <julliard@winehq.org> --- Closing bugs fixed in 11.1. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
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