Has anyone ever noticed performance drops with font rendering under Vulkan (Windows 10)?
I have a jump and run game that runs smoothly at a fixed 60fps under OpenGL (VSYNC on).
Today I tested it under Vulkan. Everything runs smooth until I collect any collectible that fires off a score go with a text label. From that point on, smooth is over and it stutters. The machine is a workstation with an RTX 4090 and Studio Driver.
When I change the setting “Vulkan/OpenGL present method” from “auto” to “native” in the Nvidia Control Panel, it runs smooth again.
I then tested this on a laptop with a Quadro ADA 2000. There too, “Vulkan/OpenGL present method” was set to “Auto” by default, but everything runs smooth there and I don’t have the same problem as with the RTX 4090.
I then disabled VSYNC on the RTX 4090 machine and it runs smooth again, even with “Vulkan/OpenGL present method” set to “auto”. No idea what’s going on there 
Interesting
would you be willing to share the project with me? It should definitely not stutter, so I’m suspecting some sort of issue with synchronization, but I wouldn’t know for sure unless I can take a look. Thanks for reporting!
Unfortantly I cannot share the project, but I try to write a short demo and hopefully can reproduce it.
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Ok! Could you open up an issue for this (Issues · defold/defold · GitHub) and ideally attach a repro case?
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I was not able to reproduce this in a repro case
, but after spending a whole afternoon with Bunnymark, I can say that Vulkan on Windows is on my machines at least 50% slower. I’m pretty sure this is because of bad NVIDIA (Studio?) drivers. Unfortunately I do not want to give Game-Ready Drivers a try, as my Studio drivers are highly optimized for Premiere/AE, 3D and I do not want to set that up again
Anyway, I will stick to OpenGL for Windows. Next week I will check Vulkan on all my Android devices to see if I have the same problem there.
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