mojira.dev
MC-311544

Vulkan V-Sync is not working properly

Steps to reproduce:

  1. Enable V-Sync using the Vulkan rendering engine.

  2. Play the game or open/close any in-game menu.

Expected result:

Frame pacing is smooth and stable, with normal input latency comparable to OpenGL.

Actual result:

Frame pacing periodically breaks down/stutters with no obvious pattern (happens randomly during gameplay or after opening/closing menus). Additionally, enabling V-Sync on Vulkan results in significantly higher input latency compared to OpenGL.

Notes:

  • The issue does not occur on OpenGL.

  • Reproducible on both the current release (26.2) and the latest snapshot (26.3-10).

  • Screenshots of the frame time graph and settings are attached.

Environment

OS: Windows 11 Pro 64-bit (Build 26100) - CPU: Intel Xeon E5-2689 0 @ 2.60GHz - GPU: NVIDIA GeForce RTX 3060 - GPU Driver: Game Ready Driver 610.74 (Jul 7, 2026) - RAM: 16 GB - Display: 1440x900 @ 60 Hz

Attachments

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Thank you for your report!
After consideration, the issue is being closed as Invalid.

This report does not describe a bug.

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So a completely broken VK_PRESENT_MODE_FIFO_KHR implementation is somehow 'not a bug'?

Can confirm on 26.3 Pre-Release 3.

It is indeed ridiculous that this is marked as invalid when V-Sync is completely and unusably broken in the Vulkan API that the game will soon switch to, which means that OpenGL will become deprecated.

V-Sync is absolutely necessary when running fixed or lower refresh rate (e.g. 60 Hz) displays, or when uncapped framerate is unsable, to achieve perfectly smooth frame pacing. V-Sync with Vulkan currently feels like 100-200+ ms worth of frames are buffered before being displayed to me. I’m not sure of the exact cause, this is just an example of how the input feels.

Can confirm in 26.3-rc2

TIuBo3aBpuK

(Unassigned)

Plausible

26.2, 26.3 Snapshot 10

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