https://bugs.kde.org/show_bug.cgi?id=527144

Robin <[email protected]> changed:

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--- Comment #4 from Robin <[email protected]> ---
(In reply to Zamundaaa from comment #1)
> This is likely a regression caused by commit timing. It makes everything a
> lot more complicated since we get more commits from apps than they actually
> render frames.
> 
> I tested VRR + commit timing with
> MANGOHUD_CONFIG=fps_limit=60 mangohud vkcube
> before, and that still looks smooth to me. Does it also hit the issue for
> you?

Same issue here on KWin 6.8.0 (CachyOS, RX 6700M, 2560x1440@180Hz, VRR auto,
fullscreen with direct scanout). Game: Stellar Blade via Proton/vkd3d-proton
with FSR3 frame generation.

I traced it (ftrace + kprobes on the syncobj eventfd + Mesa WSI markers):
- The game presents every 7-9 ms (~122 fps) and KWin receives each buffer
within 0.5 ms, already signaled.
- Still, KWin only shows ~75% of the frames (931 of 1228 in 10 s) and delays
others by up to 16 ms, with ~26 ms gaps.
- Stock Mesa/kernel (~94 fps): ~17% of frames dropped.
- With a 90 fps cap (VKD3D_FRAME_RATE=90) it is perfectly smooth: no drops,
flips steady at 11.1 ms.
- Nested in gamescope it is also smooth.

So frames arrive on time and ready, but KWin's commit scheduling with direct
scanout + VRR drops or delays them. (Most traces used a patched RADV/amdgpu
with a second GFX queue, but stock shows the same problem.) Raw traces
available if needed.

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