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Vsync not working on some PCs #3003
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EDIT: |
This change was only for OpenGL. Let me think, but I feel like reverting the change should be less risky. |
As I mentioned reverting this commit fixes the OpenGL case, but people also report that DirectX still can take up to 95% of GPU resources. I'll try to investigate more |
Perhaps, didn't the environment disable vsync in a hardware setting? (e.g. Nvidia Control Panel) https://www.nvidia.com/en-us/geforce/technologies/adaptive-vsync/technology/ |
I'm not sure, but I sent one player two game clients, first with this commit and second without it, and he claims that he run both of those clients one by one, and the client "with" the commit was using extreme amounts of GPU, and the one "without" was fine. Currently my released version is using more or less HEAD with changes in this commit specifically excluded and I heard no complains about anything really. And it's not only the vsync problem, as I mentioned some of the players report that the GPU usage was increased (while the vsync is working correctly), and also just by removing this commit I was able to return the GPU usage to the proper values |
OK I reverted the suspicious commit. Thanks! |
Ebitengine Version
86e0bcc
Operating System
Go Version (
go version
)go version go1.20.13 windows/amd64
What steps will reproduce the problem?
When I upgraded my game to latest ebitengine (d0aaa23) one of my players noticed that the
ebiten.SetVsyncEnabled(true)
does not work, that is the FPSes are not capped and the GPU usage is very, very high.It's quite strange because he is the only reported case, other players (including myself) can limit their FPSes.
His dxdiag:
I've managed to pinpoint this issue to this strange commit 86e0bcc, that is one commit after everything was working as expected.
Additionally some players reported that their GPU usage is noticeably higher even if the vsync is working correctly, and the problem also seems to be it this particular commit.
What is the expected result?
vsync should work, GPU usage should be limited
What happens instead?
for unknown reason one player reported that vsync is completely not working and others report increased resources usage
Anything else you feel useful to add?
~~ It does not seems to be related to OpenGL/DirectX ~~
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