-
-
Notifications
You must be signed in to change notification settings - Fork 22k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Compatibility renderer crash with Nvidia GPU and 566.36 drivers on Windows #101659
Comments
Try running some other OpenGL 3 apps, and see if they run, as this may be a driver issue. Likewise trying different drivers could help. I've had an issue like this a while back with Nvidia on my 1050 ti where some drivers would break OpenGL (thus breaking games like Star Wars Jedi Outcast/Academy and other quake engine games) and Nvidia's drivers breaking Rendering APIs (even dx11 at one point got borked, though it still opened, just ran like trash) has been one of the many reasons I switched to AMD (rx 6600) for my next GPU over a year and a half ago. (some other reasons including like 50% better price-perf in my region at the time (240€ 6600 or 300€ 3050), and being by far the cheapest new 8 GB card on the market) |
I have 3060 with the same driver version as you on Windows 10, and I don't have any issue. Maybe you have another program running that is causing that. |
it works in 4.3 it's just any version of 4.4 |
Can you attach here the |
thing is, I tried removing my appdata folder and it still wouldn't open then afterward it opened in 4.3 just fine still |
Can you clarify when it is crashing? From the screenshot it seems like it is crashing when you open the project manager. Is that right? Or is it crashing when you open your project only? |
The editor or the project manager? |
Seems like quite a lot of reports are revolving around NVIDIA GPUs, so let's consolidate them here |
Summoning everyone with weird NVidia crashes in the project manager in 4.4 @RedSPINE, @rogerdv, @KaBooMa and @lucibefallen Can you all confirm that 4.4 dev 1 also causes the crash for you? You can download it here https://godotengine.org/download/archive/4.4-dev1/ (lucibefallen, you confirmed already, no need to confirm again) I am starting to suspect that #93985 might be the cause Based on the errors in #101735, so it could be crashing in the NVidia profile creation. Are any of you able and willing to try building Godot from source to see if we can track down the issue? |
@clayjohn my prior testing showed that up till 4.4-dev7, it was working fine. I retested with a few versions and pasted below. If one of the others don't reply for testing, I don't mind helping. I'll wait for them though as due to other issues with Godot, I am not tinkering with it anymore at this time. I do appreciate y'all looking into these problems so swiftly however! == Fresh results from testing == |
If anyone affected can compile Godot from source locally, there are two things which might help debug this further greatly.
|
I'm way passed that driver version on Win 11 NVidia 4080 card and every things seems to be working dine here. using latest driver from NVidia 572.16. I'd suggest anyone having problems to try updating the NVidia drivers direct from NVidia |
System info: Godot v4.4.beta1 - Windows 10 (build 19045) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce GTX 650 (NVIDIA; 30.0.14.7514) - AMD Ryzen 5 3600 6-Core Processor (12 threads) I tested with an old GTX 650 with driver version 475.14 and it runs correctly. So this indeed appears to be an issue with newer GPUs/driver versions. Here are the device/driver versions we know are problematic 1070: 566.03 And we know the following combinations are fine: Additionally, we have one report saying the issue started in dev 1 and two reports saying the issue started in dev 7 |
Can any affected users try to download NVIDIA Profile Inspector, run it, and export the base profile using this button? After doing that, compress the outputted |
To anyone affected: Does baking lightmaps under the Compatibility renderer in 4.3-stable also crash? |
Small update on this, @BlueCube3310 was able to reproduce the issue briefly and track down the root of the problem: initializing a Vulkan context when running an OpenGL context can cause a crash. That happens in the following situations:
Point 1 and 3 were added in 4.4 and contribute to why this issue has become more frequent in 4.4 dev builds. The issue does not appear with any particular driver update or device. The risk seems to be there with any recent NVidia driver. Once you start getting hit by the issue, it doesn't go away, although it is slightly random, it reproduces frequently. At this point the only known solution is to do a clean reinstall of your drivers. |
RedBaseProfile.zip |
We have a potential workaround for this issue in #103245, which moves the checks for whether a RenderingDevice (Vulkan) can be created from an OpenGL compatibility context to a separate process. Could affected users try the build I made from #103245? Download (old version): https://editor.godotengine.org/testing/4.4-rc1-pr103245/ Edit: I made a new build from a newer version of #103245 ( Download (new version): https://editor.godotengine.org/testing/4.4-rc1-pr103245-v2/ I built all 4 main Godot editor binaries (x86_64 and x86_32 for both standard and .NET flavors). Once we have confirmation that at least the x86_64 standard build works fine, it would be good if one person could also test the .NET and x86_32 variants so we make sure it works for all users. |
If you are testing it and had crash before, please also test texture compression in the Compatibility mode:
![]() |
Just throwing my hat in the ring as I was having this exact crash on two different cards (1650 and 2070) with two different driver versions (566.36 and 572.47) consistently on Godot startup, even as the first ever Godot-Installation on the offending machine. Trying the above PR #103245 did fix the startup issues without any changes to the drivers and I could also create a Compatibility Project and reimport the icon as Edit to add: I tested the 64-bit Versions only, all on Windows 11 |
I made a new build from a newer version of #103245 (-v2) which should make it possible to create Forward+ and Mobile projects from the Project Manager: Download (new version): https://editor.godotengine.org/testing/4.4-rc1-pr103245-v2/ |
The Forward+ and Mobile project creation worked for me with just the initial PR already. I only specified the Compatibility one to confirm on @bruvzg 's hint/request regarding VRAM Compression. I hope I didn't cause confusion and additional work with this remark, maybe should've made that clear. Should I test the new builds regardless? |
That's likely mean this PR done nothing for you and something else fixed the crash (driver update?). V1 was expected to either disable project creation (if it detected a driver issue) or crash on VRAM compression (if it did not). Unless VRAM Compression was not affected by the issue in the first place, it's possible the crash was only happening when OpenGL is freshly initialized (like in project manager). |
Well that's curious, as my Godot still crashes without the PR, just trying to load into the initial project selection screen (right after the splash screen). With the PR I can get into Project creation and create all three types of projects flawlessly. Have been using the PR for the last hour without an issue. Using my earlier workaround (cmd Maybe I actually am experiencing something else at this point, even though I do have the same output (errors) on the sytem console on Godot startup. |
@bruvzg the window creation in your PR is simplified compared to the actual window creation in Godot right? Maybe it's not triggering the crash condition at all. But moving the check to a different process is somehow enough to avoid the crash. IIRC the crash when doing lightmaps or VRAM compression wasn't very consistent. @BlueCube3310 can you confirm that the crash when baking lightmaps was inconsistent? |
It is simplified, all OpenGL related init steps should be there, but it's not showing the window and rendering anything, which might be enough to not trigger the crash. PR should at least fix the crash on startup, but it's not clear what's going on with VRM textures/lightmaps. |
One thing that we discarded before is the NVIdia profile stuff being partly to blame. But indeed, it could easily require some amount of drawing. OpenGL drivers defer a lot of init until they actually need to start doing things. |
I think so, most of the crashes used to happen during the check at startup, later it was random |
THIS FIXED IT |
Tested versions
Reproducible in every version of 4.4 including Dev 1
System information
Windows 11 - Godot 4.4 (any version) - OpenGL API - Nvidia 3070 or 970(happens with both) - AMD Ryzen 7 3700X 8-Core Processor 3.60 GHz -
Issue description
everytime I try to open Godot, it just closes before it even finished opening
this happens with both my 3070 and 970 gpus
Steps to reproduce
all I do is open the application
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: