Frame generation in games breaks VRR #10334
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neon-grim
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Bugs - Renderer
Replies: 2 comments
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Based on some quick testing, it seems that this issue has been resolved, I noticed that with MH wilds VRR no longer acts drunk while having FSR on. I'll have to test with different games to confirm this. |
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For me the issue still persists in Warhammer 40,000: Space Marine 2. AMD Radeon 7900 XTX, Hyprland 0.50.1. The behaviour matches @neon-grim's description in #7928. |
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This is a followup to this issue: #7928
Essentially, whenever frame generation is enabled in a game, VRR breaks. This results in the monitors refresh rate behaving erratically, constantly jumping between a random value and max refresh rate. The end result is heavy flickering (duo to the nature of specific screens) and jittery output.
I've tested with multiple games on the latest commit, using the hyprland flake on nixos and the same results as described in the issue can be observed. Based on some comments in the issue, this also doesnt seem to be vendor specific, since the same issue can be observed on nvidias implementation of frame generation.
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