godotengine / godotengine/godot

On Windows 11 Any project on Godot has constant frame spikes after same time, even if it's exported

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discussion needs testing performance platform:windows
Dominant language
C++
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Description

### Tested versions

Reproducable in: v4.2.1.stable.official [b09f793f5], v4.3.dev4.official.df78c0636

### System information

Godot v4.2.1.stable - Windows 11 23H2 - Any Renderer - dedicated AMD Radeon RX 6800 XT (Advanced Micro Devices, Inc.; 31.0.24019.1006) - AMD Ryzen 5 7600 6-Core Processor (12 Threads)

### Issue description

Any project that i Run on Godot has this issue when i run it on Windows 11, & I know it's issue with Windows 11 because my system has dual-boot with Linux & Windows 11, on Linux no frame spikes happen at all, gameplay is buttery smooth, but if you run the project on Windows 11, it has significant frame spikes

I discovered that this is Issue with Windows 11 because I even tried to use Windows 11 on my external Nvme drive by making "Windows to go" installation, even on that installation of Windows 11 I still have frame spikes on Godot game engine, it's likely that this issue is tied to this OS, frame spikes happen in any renderer, regardless if project is 2D or 3D, even if you export it! i even exported it with DX12, it doesn't fix the frame spikes

no fixes worked, I enabled verbose stdout, it doesn't fix the issue, I tried to use "Windows 8" compatibility mode, it didn't fix the issue, I enabled/disabled Vsync & used different Vsync modes, I even disabled vsync , only once enabling vsync in Godot & disabling Radeon anti-lag & setting "wait for vertical refresh" to "off unless application specifies" in AMD software fixed the frame spikes, but it's not a fix, after restarting project some of times frame spikes appeared again, even if I enabled Vsync mode that had no frame spikes & use same settings in AMD software, they reappeared

also for some reason when i click "Copy System Info" in "help tab" it specifies "Windows 10.0.22631" as OS instead of "Windows 11", despite compatibility mode not being enabled for Godot

here are how the frame spikes look like:
![image](https://github.com/godotengine/godot/assets/44000381/63efabd3-9ec9-4d9e-9a30-cd32ca1f4d90)

### Steps to reproduce

Just make or import any project & run it on windows 11

### Minimal reproduction project (MRP)

[lag_spike_test.zip](https://github.com/godotengine/godot/files/14627417/lag_spike_test.zip)

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reproducing the frame spikes with the attached lag_spike_test.zip on Windows 11, comparing editor and exported runs across the listed renderers. Use the reported AMD Radeon RX 6800 XT system and the screenshot as a baseline; done means identifying a reproducible engine cause and confirming smooth frame timing without relying on unstable driver or Vsync settings.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
computer-graphics, game-dev, operating-systems, performance
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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