Been running KDE Wayland on a single monitor setup (144Hz with VRR) for well over a year now and can't confirm this.
After further testing I've concluded that this seems to happen in select games, not all are susceptible to this.
Black Mesa (DX9) and some Unity games (DX11) on DXVK >=1.9.2 have this issue, while Ghostrunner (DX11), BeamNG.drive (DX11) do not.
Is there anything that changed the presentation framework in DXVK after 1.9.1?
I've tested Black Mesa and Ori (which is Unity engine) a fair bit and both were fine here too.
Not sure what we changed but I don't think there's any real bug on our end.
Alright, I think I've figured it out - using the ondemand CPU governor fixes the issue. I have no idea why, but it does.
(schedutil, the default one, does not)
Edit after further testing: another culprit seems to be the BOOTUP_DEFAULT amdgpu power profile - switching to 3D_FULL_SCREEN, VR or COMPUTE solves the issue.
proton 7.0x1 2023-02proton experimentalx1 2023-02
All DX9 & DX11 (possibly DX10 too) games suffer from heavy stuttering despite stable frame times on Wayland (tested on both KDE Plasma and GNOME) since DXVK 1.9.2.
Adaptive sync does not help - anything above 60 fps forces the refresh rate to the maximum available one (165hz in my case). 60 fps seems to work just fine with adaptive sync - the refresh rate is set.
Enabling/disabling vsync, fiddling with frame rate limiting (above 60 fps) and similar solutions do not change the status quo, even with adaptive sync.
Software information
Any game rendered via DXVK (DX11 Unity games, DX9 games like Black Mesa, etc.)
System information
Apitrace file(s)
Log files
No log files seem to be generated.