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[Multiple Games] DLSS Frame Generation causes stuttering and breaks VRR #2325

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Dinjoralo opened this issue Feb 1, 2025 · 3 comments
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@Dinjoralo
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Dinjoralo commented Feb 1, 2025

Across multiple titles with DLSS Frame Generation, enabling it cuases sever stutter. This stuttering happens because of VRR not matching the framerate of the game when DLSS-FG is enabled;
https://youtu.be/znEBWCaTQKY

When disabling VRR and setting the game to output at exactly the monitor's refresh rate, the stuttering is alleviated, albeit still present due to uneven frame pacing. In games that have the option for FSR 3 Frame Generation, that performs without any stutter.

I cannot say for certain if this is explicitly a VKD3D issue. I intended to test games that use other graphics API's to make sure this report went to the right place and to provide better context, but I'm unsure if there are any DirectX 11 games that use DLSS-FG, and I cannot enable it in the only game I have with DLSS-FG that runs in Vulkan. (It's No Man's Sky, due to it requiring HAGS to enable DLSS-FG, which causes the game to crash if I enable it by setting WINE_DISABLE_HARDWARE_SCHEDULING=0)

Software information

This issue occurs across the following games I have tested;

  • Deep Rock Galactic
  • Like a Dragon: Infinite Wealth
  • Kunitsu-Gami: Path of the Goddess
  • Bright Memory: Infinite
  • Tokyo Extreme Racing

The only game that doesn't exhibit this issue is Cyberpunk 2077, it has VRR engaged properly with DLSS-FG enabled and looks smooth. Although it also has a separate issue where frame generation seemingly doesn't actually happen, leading to a double-image effect. I've included logs for all of these games that I can.

System information

  • GPU: Nvidia RTX 4070 Super
  • Driver: Version 570.86.16 (This issue also occured on 565-series drivers)
  • Wine version: Uncertain on how to find this. Issue occurs on Proton versions 9.0-4 and what's currently in experimental-bleeding-edge.
  • VKD3D-Proton version: Uncertain on how to find this.

Log files

steam-2510710.log
steam-2072450.log
steam-548430.log
steam-1091500.log

@shelterx
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shelterx commented Feb 1, 2025

Give this a try... It might help.
#2317

@doitsujin
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The linked video is private.

In general I don't know how actionable frame gen issues are in general, I also don't know to which extent DLSS3 can even support even frame pacing (e.g. with FSR, the app is responsible for calling mid-frame Present at a relatively specific time to alleviate this), but even if it does this seems to be outside our control.

I also haven't been able to reproduce this really, but NV is also broken on my system right now anyway in that it is not possible to saturate the GPU at all.

@Dinjoralo
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Sorry about the video, apparently it didn't save the privacy settings I set. It should be viewable now.

I guess I'll have to wait to see if Nvidia fixes the issue themselves in a driver update, then? Assuming that pull request related to semaphores doesn't address it, whenever it comes down the stream. Sorry for bothering you, if so.

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