troubleshooting.rst 11 KB

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  1. .. _doc_troubleshooting:
  2. Troubleshooting
  3. ===============
  4. This page lists common issues encountered when using Godot and possible solutions.
  5. .. seealso::
  6. See :ref:`doc_using_the_web_editor` for caveats specific to the Web version
  7. of the Godot editor.
  8. The editor runs slowly and uses all my CPU and GPU resources, making my computer noisy
  9. --------------------------------------------------------------------------------------
  10. This is a known issue, especially on macOS since most Macs have Retina displays.
  11. Due to Retina displays' higher pixel density, everything has to be rendered at a
  12. higher resolution. This increases the load on the GPU and decreases perceived
  13. performance.
  14. There are several ways to improve performance and battery life:
  15. - In 3D, click the **Perspective** button in the top left corner and enable
  16. **Half Resolution**. The 3D viewport will now be rendered at half resolution,
  17. which can be up to 4 times faster.
  18. - Open the Editor Settings and increase the value of **Low Processor Mode Sleep (µsec)**
  19. to ``33000`` (30 FPS). This value determines the amount of *microseconds*
  20. between frames to render. Higher values will make the editor feel less reactive
  21. but will help decrease CPU and GPU usage significantly.
  22. - If you have a node that causes the editor to redraw continuously (such as
  23. particles), hide it and show it using a script in the ``_ready()`` method.
  24. This way, it will be hidden in the editor but will still be visible in the
  25. running project.
  26. The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync)
  27. --------------------------------------------------------------------------------------
  28. This is a `known issue <https://github.com/godotengine/godot/issues/38219>`__.
  29. Variable refresh rate monitors need to adjust their gamma curves continuously to
  30. emit a consistent amount of light over time. This can cause flicker to appear in
  31. dark areas of the image when the refresh rate varies a lot, which occurs as
  32. the Godot editor only redraws when necessary.
  33. There are several workarounds for this:
  34. - Enable **Interface > Editor > Update Continuously** in the Editor Settings. Keep in mind
  35. this will increase power usage and heat/noise emissions since the editor will
  36. now be rendering constantly, even if nothing has changed on screen. To
  37. alleviate this, you can increase **Low Processor Mode Sleep (µsec)** to
  38. ``33000`` (30 FPS) in the Editor Settings. This value determines the amount of
  39. *microseconds* between frames to render. Higher values will make the editor
  40. feel less reactive but will help decrease CPU and GPU usage significantly.
  41. - Alternatively, disable variable refresh rate on your monitor or in the graphics driver.
  42. - VRR flicker can be reduced on some displays using the **VRR Control** or
  43. **Fine Tune Dark Areas** options in your monitor's OSD. These options may
  44. increase input lag or result in crushed blacks.
  45. - If using an OLED display, use the **Black (OLED)** editor theme preset in the
  46. Editor Settings. This hides VRR flicker thanks to OLED's perfect black levels.
  47. The editor or project takes a very long time to start
  48. -----------------------------------------------------
  49. When using one of the Vulkan-based renderers (Forward+ or Forward Mobile),
  50. the first startup is expected to be relatively long. This is because shaders
  51. need to be compiled before they can be cached. Shaders also need to be cached
  52. again after updating Godot, after updating graphics drivers or after switching
  53. graphics cards.
  54. If the issue persists after the first startup, this is a
  55. `known bug <https://github.com/godotengine/godot/issues/20566>`__ on
  56. Windows when you have specific USB peripherals connected. In particular,
  57. Corsair's iCUE software seems to cause this bug. Try updating your USB
  58. peripherals' drivers to their latest version. If the bug persists, you need to
  59. disconnect the specific peripheral before opening the editor. You can then
  60. connect the peripheral again.
  61. Firewall software such as Portmaster may also cause the debug port to be
  62. blocked. This causes the project to take a long time to start, while being
  63. unable to use debugging features in the editor (such as viewing ``print()``
  64. output). You can work this around by changing the debug port used by the project
  65. in the Editor Settings (**Network > Debug > Remote Port**). The default is
  66. ``6007``; try another value that is greater than ``1024``, such as ``7007``.
  67. The Godot editor appears frozen after clicking the system console
  68. -----------------------------------------------------------------
  69. When running Godot on Windows with the system console enabled, you can
  70. accidentally enable *selection mode* by clicking inside the command window. This
  71. Windows-specific behavior pauses the application to let you select text inside
  72. the system console. Godot cannot override this system-specific behavior.
  73. To solve this, select the system console window and press Enter to leave
  74. selection mode.
  75. The Godot editor's macOS dock icon gets duplicated every time it is manually moved
  76. ----------------------------------------------------------------------------------
  77. If you open the Godot editor and manually change the position of the dock icon,
  78. then restart the editor, you will get a duplicate dock icon all the way to the
  79. right of the dock.
  80. This is due to a design limitation of the macOS dock. The only known way to
  81. resolve this would be to merge the project manager and editor into a single
  82. process, which means the project manager would no longer spawn a separate
  83. process when starting the editor. While using a single process instance would
  84. bring several benefits, it isn't planned to be done in the near future due to
  85. the complexity of the task.
  86. To avoid this issue, keep the Godot editor's dock icon at its default location
  87. as created by macOS.
  88. Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window
  89. -------------------------------------------------------------------------------------------------
  90. This is caused by the NVIDIA graphics driver injecting an overlay to display information.
  91. To disable this overlay on Windows, restore your graphics driver settings to the
  92. default values in the NVIDIA Control Panel.
  93. To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen 0 >
  94. OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**.
  95. The editor or project appears overly sharp or blurry
  96. ----------------------------------------------------
  97. .. figure:: img/troubleshooting_graphics_driver_sharpening.webp
  98. :align: center
  99. :alt: Correct appearance (left), oversharpened appearance due to graphics driver sharpening (right)
  100. Correct appearance (left), oversharpened appearance due to graphics driver sharpening (right)
  101. If the editor or project appears overly sharp, this is likely due to image
  102. sharpening being forced on all Vulkan or OpenGL applications by your graphics
  103. driver. You can disable this behavior in the graphics driver's control panel:
  104. - **NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control Panel**.
  105. Open the **Manage 3D settings** tab on the left. In the list in the middle,
  106. scroll to **Image Sharpening** and set it to **Sharpening Off**.
  107. - **AMD (Windows):** Open the start menu and choose **AMD Software**. Click the
  108. settings "cog" icon in the top-right corner. Go to the **Graphics** tab then
  109. disable **Radeon Image Sharpening**.
  110. If the editor or project appears overly blurry, this is likely due to
  111. :abbr:`FXAA (Fast Approximate AntiAliasing)` being forced on all Vulkan or
  112. OpenGL applications by your graphics driver.
  113. - **NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control Panel**.
  114. Open the **Manage 3D settings** tab on the left. In the list in the middle,
  115. scroll to **Fast Approximate Antialiasing** and set it to **Application
  116. Controlled**.
  117. - **NVIDIA (Linux):** Open the applications menu and choose **NVIDIA X Server
  118. Settings**. Select to **Antialiasing Settings** on the left, then uncheck
  119. **Enable FXAA**.
  120. - **AMD (Windows):** Open the start menu and choose **AMD Software**. Click the
  121. settings "cog" icon in the top-right corner. Go to the **Graphics** tab,
  122. scroll to the bottom and click **Advanced** to unfold its settings. Disable
  123. **Morphological Anti-Aliasing**.
  124. Third-party vendor-independent utilities such as vkBasalt may also force
  125. sharpening or FXAA on all Vulkan applications. You may want to check their
  126. configuration as well.
  127. After changing options in the graphics driver or third-party utilities, restart
  128. Godot to make the changes effective.
  129. If you still wish to force sharpening or FXAA on other applications, it's
  130. recommended to do so on a per-application basis using the application profiles
  131. system provided by graphics drivers' control panels.
  132. The editor/project freezes or displays glitched visuals after resuming the PC from suspend
  133. ------------------------------------------------------------------------------------------
  134. This is a known issue on Linux with NVIDIA graphics when using the proprietary
  135. driver. There is no definitive fix yet, as suspend on Linux + NVIDIA is often
  136. buggy when OpenGL or Vulkan is involved. The Compatibility rendering method
  137. (which uses OpenGL) is generally less prone to suspend-related issues compared
  138. to the Forward+ and Forward Mobile rendering methods (which use Vulkan).
  139. The NVIDIA driver offers an *experimental*
  140. `option to preserve video memory after suspend <https://wiki.archlinux.org/title/NVIDIA/Tips_and_tricks#Preserve_video_memory_after_suspend>`__
  141. which may resolve this issue. This option has been reported to work better with
  142. more recent NVIDIA driver versions.
  143. To avoid losing work, save scenes in the editor before putting the PC to sleep.
  144. The project works when run from the editor, but fails to load some files when running from an exported copy
  145. -----------------------------------------------------------------------------------------------------------
  146. This is usually caused by forgetting to specify a filter for non-resource files
  147. in the Export dialog. By default, Godot will only include actual *resources*
  148. into the PCK file. Some files commonly used, such as JSON files, are not
  149. considered resources. For example, if you load ``test.json`` in the exported
  150. project, you need to specify ``*.json`` in the non-resource export filter. See
  151. :ref:`doc_exporting_projects_export_mode` for more information.
  152. Also, note that files and folders whose names begin with a period will never be
  153. included in the exported project. This is done to prevent version control
  154. folders like ``.git`` from being included in the exported PCK file.
  155. On Windows, this can also be due to :ref:`case sensitivity
  156. <doc_project_organization_case_sensitivity>` issues. If you reference a resource
  157. in your script with a different case than on the filesystem, loading will fail
  158. once you export the project. This is because the virtual PCK filesystem is
  159. case-sensitive, while Windows's filesystem is case-insensitive by default.