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FSR 2.2 causes CPU Time to continuously increase until editor becomes unusable. #82791

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@viksl

Description

@viksl

Godot version

4.2 dev 6

System information

Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF

Issue description

Firstly I have no idea how to reproduce this. I just don't know which combination of settings it is.

It happens almost 100% of times, sometimes it just doesn't happen immediately until I reload the project.

If I leave my project open and go take a shower it slowly climbs up to 40ms for the cpu time and then the project is unusable since it's very slow to do anything in it.

If I switch scaling to FSR 1 or bilinear then it doesn't happen but I can also disable some settings such as MSAA and Screen Space AA (it has to be both enabled together with FSR2.2 to start increasing the CPU Time that's the least I can tell right now) and then the CPU time goes slowly down. Though I'm not 100% sure the MSAA and SSAA have anything to do with it, it's hard to tell right now.

You definitely need to ahve something on screen, couple models otherwise I don't really know if it even kicks in or more like it might be taking hours just to see small change in the cpu time.

It happens in just couple seconds/minutes.

I can show a video if you want to see it in action, I really can't pinpoint how to make a minimal reproduction project with this issue.

Steps to reproduce

Currently no idea.
(I maxed all rendering settings I could find, world environment maxed out too, panorama sky included, but even if I turn the world environment stuff off it doesn't change the issue, only FSR2.2 consistently makes this happen or not as far as I can tell.)

Minimal reproduction project

None for now and who knows if I'll even be able to make one. My current project uses models which I can't share.

EDIT: I don't know how to reproduce this but if needed I can stream it and show you whatever you need in my small test project as you ask.

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