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Wayland feels sluggish with Vulkan compared to OpenGL #95566
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The reported FPS can't really be trusted when low-processor mode is enabled, which is the case in the editor unless you enable Update Continuously in the editor settings. I suggest doing that and reporting back on both XWayland and Wayland. This way, we can know if low-processor mode is the culprit.
This can be done by setting Low Processor Mode Sleep Usec to |
My bad, I proposed measuring FPS and forgot about low consumption mode 😅 |
Ok, so I toggled that "update continuously" setting to ON and measured the following:
And yeah, that absolutely tanked the fps... but weirdly it feels smoother? Is because of frame pacing then? I know you both said that the other framerate couldn't be trusted, but the Wayland reading fluctuated wildly, while the off setting seemed more stable... PS. I've now also changed the sleep setting and that further reduced the framerate to 15? Feels weird... |
Mhh... That's interesting. Your GPU is quite beefy and I can't seem to replicate this with a simple 3d scene on sway, running in debug mode on an AMD iGPU. I know I'll sound like a broken record, but I really hope it's not nvidia-related once again. I don't remember if we already talked about this, but just in case make sure to have the latest driver version if that's not already the case. Let's do some quick consistency checks and try narrow it down in the meantime. If you say that everything is quite smooth, I'd try OpenGL ( Otherwise I'd also test performance with the intel iGPU. The easiest way is probably passing |
Haha... it's super smooth using opengl... so yeah, probably Nvidia again then... and unfortunately I just ran all updates too... that open source driver can't be ready soon enough so we can kick their neglected proprietary crap out!
(Btw, I toggle update continuously ON halfway through and this time I see the expected 60fps, but using the default sleep setting, not the suggested 66666 value.) EDIT: Oh, seems the opengl mode stays on Intel? I don't see (because I also have an extension to check) the Nvidia GPU kicking in... |
Thanks for testing! This is a bit annoying... I'm not sure what we can do here.
Yeah, you're right. Check the log:
I'm not sure if the half-broken DRI_PRIME prober port is causing issues here of if it's simply refusing to work. Does the GPU kick in with other applications? You could try setting the DRI_PRIME environment variable to
Edit: wait, I'm not even sure it's actually using |
Unreal kicks off the Nvidia GPU immediately, but I'm only on 5.3 and I don't think it has proper Wayland support (same blurry font rendering as if I switch off Wayland in Godot). I tried Exhibit which has Wayland support and that did not activate the Nvidia GPU... 😥
So weirdly, both of these triggered the Nvidia GPU... and they felt basically the same too... steady frame pacing but not too high frame rate. Can I force the editor to use OpenGL without resorting to command line arguments? |
To clarify, For Vulkan, you can instead use the
Yes, by making a GL Compatibility project. |
Thank you for the information! Here is what I got using those parameters instead, first index 0 (oh, and with added verbose too which apparently lists my devices):
And then index 1:
Now, in the middle of the index 1 test I switched the project from mobile to compability and yeah, it's such a night and day difference in perceived smoothness with OpenGL + Wayland! |
Uh oh, it crashed. Does this happen constantly? I'm really not sure why it's crashing when using the Xe GPU with Vulkan. |
Only in mobile mode (started in compability and then switched to mobile to re-trigger crash):
|
@eobet that's quite weird. Could you pass me a wayland debug log while it crashes? If I'm not mistaken it's trying to say that the window's scale is wrong but I can't see why it would happen only on vulkan. I've heard that the Xe driver is still in development but I'm not sure that's it. Does it crash with vulkan on X11? On another note, if we can confirm that vulkan Xe is not sluggish on your machine I think that we can assess the actual issue of this thread as an nvidia issue, although I'm trying hard to not come to conclusions. |
Tested versions
4.3
System information
Godot v4.3.stable - Nobara Linux 40 (GNOME Edition) - Wayland - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU - 11th Gen Intel(R) Core(TM) i7-11370H @ 3.30GHz (8 Threads)
Issue description
While Wayland feels fantastic in general for me on Linux, in Godot something has felt "off" ever since I've begun testing it. It's not bad, but it's not as smooth as the rest of my Gnome desktop experience.
Now I have some stats to back that up:
Prefer Wayland Off
Prefer Wayland On
Also, I thought I had a 120hz screen, so it's weird to see it go higher... it's a Microsoft Surface Studio laptop so it's one of those which switch between an Intel GPU and an Nvidia GPU... (I wouldn't mind keeping the Editor at 60 to save on resources, btw).
Steps to reproduce
Run Godot with the flags from here, and test with "prefer wayland" on and off (with restarts in between).
Minimal reproduction project (MRP)
N/A
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