godotengine / godotengine/godot

OpenXR Quest 3 VSync Not Honored

Open
#89,232 7 comments 1 reaction 0 assignees View on GitHub
bug platform:android topic:rendering topic:xr
Dominant language
C++
Stars
117k
Forks
26.8k
PR merge metrics
PR metrics pending

Description

### Tested versions

4.2 Stable

### System information

Oculus Quest 3 Vulcan

### Issue description

When running my games on the Quest 3 using OpenXR and forward_plus, disabling VSync isn't honored, resulting in anywhere from mild to massive flicker. The game still runs, but it's not very pleasant. This happens if I disable VSync from the projects settings or though GDScript. The Android log issues this warning:

```USER WARNING: The requested V-Sync mode Disabled is not available. Falling back to V-Sync mode Enabled.```

### Steps to reproduce

Create any minimal OpenXR project, and disable vsync.

### Minimal reproduction project (MRP)

N/A

Contributor guide

Open the contributing guide

Assessment

This issue has not been assessed yet.

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.