-
-
Notifications
You must be signed in to change notification settings - Fork 23.1k
Description
Tested versions
Reproducible in: 4.5.dev1, 4.5.dev3, 4.5.beta4, 4.5.beta5, and 4.5.beta7
Not reproducible in: 4.4.1.stable
System information
Godot v4.5.beta7 - Windows 10 (build 19045) - Multi-window, 2 monitors, Primary 144 Hz and Secondary 60 Hz - Vulkan (Forward+) - dedicated AMD Radeon RX 6800 (Advanced Micro Devices, Inc.; 32.0.21025.1024) - AMD Ryzen 7 5800X 8-Core Processor (16 threads)
Issue description
The vsync'd framerate of the project reflects the same behavior as crossing two monitors with mismatched refresh rates when it is in borderless fullscreen only when the lower refresh rate monitor is on the right. When across two screens (in this case, one at 144 Hz and the other at 60 Hz) and the window's main screen is the highest framerate, the framerate becomes the largest multiple of the lower refresh rate below the higher refreshrate (in this case 120 FPS). This should not occur when in borderless fullscreen because it should be only display on one monitor.
This video was captured using the provided project.
refresh.rate.video.mp4
Steps to reproduce
This may be difficult to reproduce without having the proper monitor setup.
- (Assuming you are on Windows) Go into your display settings and rearrange your displays as such, where Display 1 has the higher refresh rate and Display 2 has the lower.
- Open and run the main scene. Ensure it's not embedded in the game view.
- Press F11 to enter borderless fullscreen, F12 to enter exclusive fullscreen, and F10 to exit fullscreen. Windowed and exclusive fullscreen should behave as expected.
- Rearrange your displays so that the left side of Display 2 is no longer touching the right side of Display 1.
- Repeat steps 2 and 3. The problem in borderless fullscreen goes away.
Minimal reproduction project (MRP)
Metadata
Metadata
Assignees
Type
Projects
Status