I have two monitors. My primary monitor is 144 Hz and my secondary monitor is 60 Hz. When I run my game in a window, it runs at 144 FPS. If I drag that window into my second monitor, even partially, it drops to 120 FPS. This is expected. However, the same exact thing happens when I run the game in borderless fullscreen. I have to assume the game believes that some part of it is being rendered on that second monitor, despite the fact this is not true. Exclusive fullscreen does not have this problem nor does maximizing the window.
I moved my display arrangement in the display settings of Windows so that the second monitor is not accessible (by having the corners touching and not the sides).
Doing this causes the problem to go away, I assume because there’s not a way for the window to even touch the second monitor in this configuration.
This problem could be moreso a Windows problem than anything else, because in my years in using mismatched refresh rate monitors, I have observed a litany of other problems particularly in games. However, while some games in other engines have this exact issue, not all of them do, and I makes me wonder if this is something I can fix, if it’s an issue I need to report, or if it’s just something I’m going to have to deal with.
I can send of a video of the issue if requested.
Major Edit: I just discovered that it is not the accessibility of the monitor, but purely that the monitor is to the right. Any configuration of the monitor does not cause this except for the 60 Hz monitor being to the right of my 144 Hz monitor. This feels a lot more like a bug than anything else, now.
It’s probably worth posting an issue on the bug tracker; this is a community forum, and while I think some of the devs hang around here, you’re more likely to see action if you submit an actual bug on the tracker.
Yeah, that’s a good idea. I initially made the post to gauge if it actually was a bug or something to do with my configuation of godot or my monitor setup, but now seeing that it only works when the monitor is to the right makes me believe that it’s very likely just a bug.
One GPU with two ports. Though I made an issue on the github and got a more thorough explanation of what’s going on. I’ll link it here and then close this topic.