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Vsync can’t’ be disabled on various DOOM ports


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So, after trying out different DOOM ports on PC  - I discovered a rather strange behavior most of them had with Vsync.

 

To put it short: I can’t disable Vsync by any means in:

1)DOOM Classics Unity Port

2) Crispy DOOM

3)PRBoom+

4)GZDoom(only on Vulcan Rendering, for some reason)

 

No matter of Vsync settings - I can’t get FPS above refresh rate(144Hz in my case). The only port that I managed to do it after hours of tinkering - GZDoom on OpenGL or Software Rendering.

 

Other games don’t have this issue and Vsync is set "according to 3D-app setting” (tried off - didn’t help) in Nvidia Control Panel

 

After several hours - I’m at an impasse and just can’t wrap my head around what can be causing this behavior.

 

UPDATE: Clean Driver Installation via DDU resolved the problem entirely - not only in DOOM but other games too.

Edited by DoubleVisionILB

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I can't be sure about PRBoom+ depending on if/how it's been updated, but between Unity and GZDoom (and probably Crispy, given how SDL2 functions) the thing those ports have in common is they run in borderless window, making them technically windowed applications rather than fullscreen exclusive. This is important because windowed applications are controlled by the desktop window manager, and thus vsync may be getting enforced by that. Windows 11 improves on this behavior by making borderless apps running at the exact desktop resolution skip the DWM entirely, but if you're running in a smaller window or an earlier version of Windows this will not take place, which is where your forced vsync would be coming from.

Edited by Edward850

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15 hours ago, Edward850 said:

I can't be sure about PRBoom+ depending on if/how it's been updated, but between Unity and GZDoom (and probably Crispy, given how SDL2 functions) the thing those ports have in common is they run in borderless window, making them technically windowed applications rather than fullscreen exclusive. This is important because windowed applications are controlled by the desktop window manager, and thus vsync may be getting enforced by that. Windows 11 improves on this behavior by making borderless apps running at the exact desktop resolution skip the DWM entirely, but if you're running in a smaller window or an earlier version of Windows this will not take place, which is where your forced vsync would be coming from.


Thanks for your reply! It’s probably the case of dwm.exe shenanigans on Windows 10.
 

After several hours of troubleshooting it - I settled on two source ports that work past dwm: GZDoom in OpenGL and Woof! for more classic experience.

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