protonscr

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

vkd3dopen
HansKristian-Work/vkd3d-proton#2325 · opened 2025-02-01 by Dinjoralo · updated 2026-05-21 · 8 comments · github
DDinjoralo 2025-02-01 github

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

Sshelterx 2025-02-01 github
Ddoitsujin maintainer 2025-02-02 github

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.

DDinjoralo 2025-02-02 github

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.

FFakeMichau 2025-03-02 github

We've been seeing similar issues trying to use Nukem's dlssg-to-fsr3 mod on AMD on Linux via OptiScaler. Used a modified drm_monitor to display the current refresh rate without the use of a monitor overlay and saw similar behavior.
So I assume it's some interaction between the sl pacer and linux but I don't have enough knowledge to say anything beyond that.

BBillli11 2025-08-01 github

@FakeMichau Is those games using Unreal Engine?

vkd3d-proton disable staggered submit for any UE games by default.
https://github.com/HansKristian-Work/vkd3d-proton/blob/e42f95cbd56ea91e92f9b4398ccd2b882b35e6ef/libs/vkd3d/device.c#L636-L642

VKD3D_CONFIG=skip_application_workarounds should fix it.

Tested with Stellar Blade™ and Clair Obscur: Expedition 33 using RX7800xt and fsr4

Aasheriif 2026-03-30 github

Anyone figured a workaround for this? Once I enable FG in Cyberpunk (after replacing the game's sl* DLLs from latest Streamline SDK), FG itself seems to work fine but VRR starts acting up with erratic jumps and so on (observed using my monitor's built in FPS indicator). Without FG it's fine.

AAlawamiAZ 2026-05-10 github

Just for curiosity. does giving real time scheduling to the sl.pacer threads solve your problem?
find the thread id with ps -eLo tid,comm | grep sl.pacer and use chrt -f -p 50 [thread id]

FFaugus 2026-05-21 github

I thought this was an issue with the RADV driver when I had a RX 7900XT.
Now that I have a RTX 5070 I'm having the same problem.
Without FG, VRR works fine.
With FG, the game is not smooth, I get tearing at the bottom of the screen and the monitor counter doesn't properly sync with the game framerate.
Works flawlessly on Windows.

EDIT: just tested on DOOM: The Dark Ages (Vulkan API) and it's working fine.