DX12 1.33 FPS Drop & Mouse Lag

As mentioned in previous topics, since the PTR of 1.33 we have seen fps drop and mouse lag and input delay comparing to 1.32, a bug that blizzard does not even confirm it because they dont even know the reason of it, or a way to reproduce it

The problem is from the place that game cannot run in Native Fullscreen Mode, there is no difference between Fullscreen and WindowedFullscreen, as in both of them Warcraft executable is not using GPU to render, but the windows window manager is using integrated GPU to achieve this

The problem could be initiated by DX12 or Vulkan Which do not support Native Fullscreen, Maybe the new Warcraft Reforged team just forget that the game must use D3D9-11/OGL and they are using DX12 which introduces a very high input and mouse delay and FPS drop in devices with integrated and discrete GPU

My hardware is : Asus TUF Dash F15 Laptop, using SD Graphics, i7-11370H and RTX3060-6GB, all drivers updated to latest version, 3440x1440 Resoloution

I’m supposing that since the reforged team has changed, the new team just keeps compiling the code targetting the DX12, which instead should target DX9-11

The reason blizzard is not noticing the FPS drop and delay is they are testing on decent hardware at 1920x1080 which is fine ! Just uncap the fps and test 1.32 vs 1.33 you can see that 1.32 gives you 1000FPS while 1.32 gives you 200FPS, thats how absence of NativeFullscreen affect

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Vulkan supports native fullscreen via common extension.

They are not using D3D12. You can verify this yourself using process explorer.

Warcraft III links to d3d11.dll. The d3d12.dll is not linked to at all. Tested this at time of posting using latest release of Warcraft III.

Native fullscreen has nothing to do with internal framerate. It can affect latency and actual frame rate though since it relies on the window management system to present.

Typo aside, it is possible that frame rate has been intentionally capped in various scenes to prevent excessive GPU workload. Heroes of the Storm does this for the main menu and loading screens, capping them to 60 FPS, as it was known to burn out or expose instability in poorly designed GPUs like the GT 8800. 200 FPS is still more than enough for a RTS game.

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