Note: On Linux, this is currently only supported when running Gamescope with ENABLE_GAMESCOPE_WSI=1 set. Note: On some platforms and compositors, Vulkan present events may not correspond to the image actually being presented on screen, in which case frame latency is going to remain higher than expected.Īdditionally, if VK_EXT_swapchain_maintenance1 is supported, enabling and disabling vertical synchronization may no longe require recreating the Vulkan swap chain, which works around severe performance issues in games which change their present interval on a per-frame basis. This functionality is also used to more accurately report the number of frames actually presented via DXGI frame statistics. This may reduce input latency in some games, also affects the dxgi.maxFrameLatency and d3d9.maxFrameLatency options. If VK_KHR_present_wait is supported, and if vertical synchronization is enabled, frame latency events will now be signaled when an image is actually being presented, rather than when rendering work prior to the present request has completed on the GPU.