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authorChristian Krinitsin <mail@krinitsin.com>2025-07-17 09:10:43 +0200
committerChristian Krinitsin <mail@krinitsin.com>2025-07-17 09:10:43 +0200
commitf2ec263023649e596c5076df32c2d328bc9393d2 (patch)
tree5dd86caab46e552bd2e62bf9c4fb1a7504a44db4 /results/scraper/fex/4196
parent63d2e9d409831aa8582787234cae4741847504b7 (diff)
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+Half-Life 2: e53f3969e9cc causes hitching under certain `fps_max` conditions
+**What Game**

+[Half-Life 2](https://store.steampowered.com/app/220)

+

+**Describe the bug**

+Half-Life 2 suffers from extreme hitching and instability - even at menus - on Apple Silicon machines. Notably, this _only_ occurs when the engine is actively limiting frames via `fps_max`. It does not occur when `fps_max 0`, nor does it occur when the achievable framerate is lower than the `fps_max` limit. Of course, this is is almost never the case on these machines ;)

+

+This is most obvious in certain menu maps, as well as while playing. I have bisected this down to e53f3969e9cc. Reverting back to the old `pause` behaviour clears this issue.

+

+**To Reproduce**

+Steps to reproduce the behavior:

+1. Fire up Half-Life 2

+2. Go to Episode 2

+3. Observe the menu system hitching

+4. Fire up an Episode 2 save game

+5. Observe the game hitching to the point of unplayability

+

+**Expected behavior**

+The game should run without hitching.

+

+**System information:**

+ - OS: Gentoo Linux

+ - CPU/SoC: Apple M2 Max (also repros on M2, M2 Pro, and M1 Pro)

+ - Video driver version: [Mesa `asahi-20241204`](https://gitlab.freedesktop.org/asahi/mesa/-/tags/asahi-20241204)

+ - RootFS used: @WhatAmISupposedToPutHere/fex-rootfs (Minimal Gentoo x86 with asahi mesa overlayed)

+ - FEX version: Prints nothing (???), but it's upstream FEX-2410 with no patches.

+ - Thunks Enabled: Yes

+

+**Additional context**

+ - Is this an x86 or x86-64 game: x86

+ - Does this reproduce on AArch64 with Radeon/Intel/Nvidia: Untested

+ - Is this a Vulkan game: Via Source's DXVK integration

+   - If Yes, What is your Vulkan driver: Honeykrisp. Behaviour is reproducible with both the DXVK and toGL pipelines.
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