DS and tearing sometimes fail to activate together #9858
Replies: 2 comments 12 replies
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DS and Tearing are not mutually exclusive. This is not an issue, it's just working as expected. Why not have direct scanout tear? It's just a rendering pipeline skip. |
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funny update to this issue - seems its easier to trigger this bug if animations are disabled. Without animations activelyTearing becomes true almost instantly when i switch to a workspace with a fullscreen game (without ds activating) With animations enabled, I move to the workspace, the animation completes first, then both activelyTearing and directScanoutTo are correct. If I move between the two workspaces fast however (maybe before the animation finishes) it still triggers the issue. Just thought I'd share |
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In some cases its not possible for DS and Tearing to activate at the same time for some reason.
It's possible for DS and Tearing to become active at the same time in certain cases described by Ujint34 in #9719. I could trigger it sometimes by switching between workspaces rapidly.
As explained by Ujint34:
Removing the
!shouldTear
doesn't seem to fix it weirdly enough. I'm unable to tell if it helps a little bit thoHyprland/src/render/Renderer.cpp
Lines 1228 to 1232 in e96b8ce
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