V-Sync Auto picks FIFO for DLSS Frame Gen at 3x/4x when its runtime makes only 1 frame, so the game is held at refresh / multiplier #2695
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MagicBeanDev/Hookshot#2695
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Hookshot version
v2.1.0-rc.3-237-g6be69c79(the code involved is the same onmaintoday:dlss_fg_runs,swapchain_dlssg)What kind of problem
Low fps or stutter
What happened
With Frame generation 4x, "Frame generation by" Auto and V-Sync Auto, the game holds exactly 36 fps on a 144 Hz display, with the cap at 144 and also with Uncapped. The GPU spends about 4 ms a frame, so it isn't GPU-bound.
The log shows DLSS-G isn't making the frames:
but the swapchain is still made for DLSS-G:
Shown frames are also bunched:
In the code,
fg_fifo = vsync == 0 && swapchain_dlssg()(gpu/vk/vk_main.cpp), andswapchain_dlssg()followsdlss_fg_runs()(gpu/vk/vk_dlss.cpp). That checks the request,DLSS_OKandstart_failed, but not thecount > g.most(too_many) fallback, so the swapchain stays FIFO while the renderer's own generator makes the frames. The comment abovefg_fifosays the renderer's own frame generation should keep Auto's mailbox.At 2x, where the runtime does make the frame, it works as intended: DLSS-G makes 600 of 600 and the game runs at 46 to 58 fps on the same PC.
Where in the game
Anywhere; measured standing still in Hyrule Field and Kokiri Forest.
How often
Every time
Graphics card and driver version
RTX 4070, NVIDIA 615.71.09; DLSS-G runtime
libnvidia-ngx-dlssg.so.310.9.16CPU, RAM and operating system
Ryzen 7 5800X3D, 62 GB, Ubuntu 26.04.1 (kernel 7.0), GNOME Wayland, 2560x1440 at 144 Hz
Changes from the defaults
Frame generation 4x, frame rate cap 144 (also tried Uncapped), DLSS, NVIDIA Reflex on.
hookshot_env.txt:RX_VK_PARALLEL=4Other software hooked into the game
No, nothing hooked in
hookshot_log.txt
Relevant lines quoted above; full log on request.
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Claiming this