https://bugs.kde.org/show_bug.cgi?id=525514

--- Comment #1 from Joseph <[email protected]> ---
Created attachment 196027
  --> https://bugs.kde.org/attachment.cgi?id=196027&action=edit
VKD3D Proton frame time spikes

I forgot to mention in my first post that, to reproduce this bug, you have to
put "DXVK_FRAME_RATE=142" in the game's launch options, or whatever frame rate
that is at least 2 less than your monitor's maximum refresh rate, because
that's what I used for many of my tests. My monitor's maximum refresh rate is
144hz, so I used 142 or lower as my DXVK frame rate limit.

You also must enable Vsync in the game's settings, so that FIFO present mode is
used.

Your game's launch options should look like this, but with 140 changed to a
number that is at least 2 less than your monitor's refresh rate:
DXVK_FRAME_RATE=140 PROTON_DXVK_LOWLATENCY=1 DXVK_HUD=fps,frametimes %command%

On the left side of the attached screenshot of a game running with VKD3D
Proton, the same frame time spikes can be seen.

The DXVK build from the DXVK artifact linked in my first post uses
VK_EXT_present_timing when the DXVK frame rate limiter is set to a number lower
than your monitor's refresh rate. VKD3D Proton also uses VK_EXT_present_timing. 

In previous tests I did with DXVK's present timing feature disabled, the frame
time spikes did not happen.

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