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Vulkan: Glitching and laggy UI on Wayland #74168
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Can you reproduce this on a X11 session? NVIDIA + Wayland is notoriously buggy, so I recommend sticking to X11 when possible. Also, can you reproduce this after enabling Single Window Mode then restarting the editor? Can you reproduce this after switching the rendering method to Compatibility in the top-right corner? |
@Calinou Done with reproductions you mentioned: While staying on Wayland, enabling Single Window Mode and restarting the editor still behaved the same. When I changed to Compatibility it worked fine however. After testing it on X11, it seems there are no such glitches under any combination of these settings, so I guess you're right |
I also have this on wayland but it does go away on x11. But because I really don't want to use x11 I will just use godot on windows for now |
If you can compile the engine from source, you could look into bisecting the regression to greatly speed up troubleshooting.
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I think I have the same issue. Selecting different entries in the node tree or almost any other UI list causes the UI to flash like in the video. Also on Fedora 37 with wayland on an NVIDIA laptop. I tried bisecting the issue and ended up way further back on b42bbca. Does that make any sense? Reverting that commit seems to fix the flashing in the scene's node tree but doesn't do anything on other UI elements (For example the settings dialog where it still happens). However it's been difficult to test this as the issue stops occurring consistently whenever I try to reproduce it. I might've gotten something wrong |
Also now that I've come around to use latest version more |
I'm still getting this in 4.0.2 really bad. I'm on arch (btw) with latest nvidia drivers running hyprland compositor. Only seems to effect the 2D UI, 3D seems to run smooth. I'll stick to Windows for the time being. |
Also getting this on 4.0.2, nvidia. Single window mode did nothing. |
I'm also getting the same input lag on nvidia + wayland (GNOME, Arch-based) on 4.0.3. X11 works fine, issue is immediately obvious on switch to wayland. |
@Calinou experiencing this issue on amd gpu too, it's not just nvidia |
Would be curious to know what Xwayland version is being used since it seems to work fine on regular Xorg and just fail under Xwayland.
I do not see an issue if I pass
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I believe this is https://gitlab.freedesktop.org/xorg/xserver/-/issues/1317 If it is the case, it should react on setting XWAYLAND_NO_GLAMOR=1 in /etc/environment. Sadly, on my machine this makes all X11 applications unbearably slow (like, snail-slow - we are speaking about 3-10 fps). The problem should disappear, or become much rarer, when Godot has native Wayland support (the race condition is still there but gets triggered much less). |
Note that there's already a backend in the works: #57025 |
This problem will also be fixed, or so I hope (and presume) when explicit sync support finally lands. |
^ Brilliant news. Did notice this happening with the latest version and it was quite jarring but not unusable - Just a lengthy delay on most UI actions. Thankfully I still swap between both window sessions on KDE but look forward to this being addressed |
No idea if this will help anyone while we're waiting for the native PR, but if I run in it hyprland as a floating window rather than a tiled window, and keep it under what seems to be approx 1920x1080 resolution, all of these issues go away for me. As soon as I tile it, at seemingly any size, or expand the window on one of my larger monitors it becomes slow and delayed again. |
After testing the new Godot 4.3-dev3 release, all problems seem to be gone - most likely due to Wayland support 👍🏽 |
Note that Wayland support is opt-in currently, so if you didn't enable it manually, it would still be using Xwayland. If that's your case and the bug is fixed anyway, then it was fixed by another change impacting X11. |
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False alarm 😅 After working a bit more with editor it seems that there are still traces of this issue as it can be seen here. Def needs more testing
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I am using a NVIDIA card (1660ti, 550 drivers) and I am still seeing this issue on KDE Plasma 6.1 wayland sessions, Has anybody with an AMD/Intel GPU has this issue occur? |
@payl-ampa I heard that the latest 555 drivers should have explicit sync, which is supported by plasma 6.1. Perhaps you could give that a shot if they've been packaged on Arch. Regarding the AMD/Intel thing, I daily drove the backend ever since its inception (:P) and I don't think I've ever seen a fault like that. From my untrained eye, it feels like the frame order is messed up. Perhaps it's related to triple-buffering, supposing it's enabled? |
@Riteo upgrading to 555 made the editor ran much smoother...when I was able to actually get the editor to run. It seems like its using my iGPU instead of my dGPU. Same warning about I tried forcing to render with the dGPU as documented in PRIME, the icon at the top bar would appear with the wayland logo but no window would appear. It also seemed like OpenGL 3.3 was being forced, but when I tried running through vulkan the editor immediately crashed. I don't know what is causing this, but sometimes when I run godot it just works... (running on wayland, no noticeable editor glitches or lag, runs on the correct GPU) Regardless, probably going to stick to x11 till things get more stable |
Yeah those are generic and a byproduct of the hack we use for dGPU detection on Linux. Weird though that it selected the iGPU still, oh well...
The project manager uses OpenGL by default unless
I wonder if the aforementioned PRIME detection is messing up something; perhaps selecting the iGPU with the |
See #84137. |
Tried setting |
Update: Nvidia stable 555 drivers appeared to have fixed many issues related to this, I still need to stay on 4.2 for jolt, but in a month or two most of these problems may be sorted out. |
I'm using Nvidia v555 drivers, and while it irons out 90% of bigger problems - it's still noticeable if you look for it. That's why I got mistaken earlier. So no, it doesn't fix it completely but it gets better! |
I don't know which driver I'm on, since I just use the System Update app provided by Nobara (pretty new to Linux). But, using "prefer Wayland" in rc2 and panning a visual shader graph, I feel that it's at most 15fps... it's super noticeable while not toggling the Wayland option the editor experience is smooth. Looking around in the 3D viewport is not as bad, but still bad. |
I have this exact same issue as described. I did some testing.
The fullscreen part makes me think it might be related to hardware acceleration. |
Here is a showcase of Godot jittering (without update_continuously) so you can have a look : 2024-08-22.15-40-14.mp4I took the time to bisect from 4.2 all the way up to 4.3. It leads me to this commit as the first bad commit 12f39be. From this commit, editor settings path changed. I navigated through Enabling Is this expected behavior ? Edit : I disabled |
In my case, enabling This is a fresh install of Godot
On my laptop running Arch Linux and Hyprland on an integrated Radeon 760M, I have never experienced the issue in either fullscreen, tiled or floating mode. |
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version
stable 4.0 (although present in last rc)
System information
Fedora Linux 37 (Workstation Edition)
Issue description
Here's a video of me opening and closing some nodes for reference
This bug appeared in the last RC, and is still there in stable.
This glitchy effect is not just affecting node trees, but all the other "toggleable" menus and such, like directories, properties and etc.
Steps to reproduce
Not sure how to reproduce this, but here are more info about my PC which might help track it down
CPU: AMD Ryzen™ 5 4600H with Radeon™ Graphics × 12
GPU: NVIDIA GeForce GTX 1650 Ti
I'm running Wayland, with nvidia driver version being
525.89.02-1.fc37
Minimal reproduction project
Bug is not specific to a project
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