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Windows 10 (x64), NVDIA GeForce GTX 1050 (driver version 23.21.13.9125)
Issue description
When starting Godot, it attempts to use the Vulkan rendering engine, even though it's unsupported, but doesn't attempt to fall back on the OpenGL3 rendering engine, and instead crashes.
Workaround:
Start Godot with the --rendering-driver option set to opengl3
32-bit build log:
Godot Engine v4.0.alpha14.official.106b68050 - https://godotengine.org
vkEnumerateInstanceVersion not available, assuming Vulkan 1.0.
Vulkan API 1.0.0 - Using Vulkan Device #0: NVIDIA - GeForce GTX 1050
ERROR: Condition "err" is true. Returning: ERR_CANT_CREATE
at: _update_swap_chain (drivers/vulkan/vulkan_context.cpp:1871)
ERROR: Condition "err != OK" is true. Returning: ERR_CANT_CREATE
at: _window_create (drivers/vulkan/vulkan_context.cpp:1461)
ERROR: vkCreateComputePipelines failed with error -1000012000.
at: (drivers/vulkan/rendering_device_vulkan.cpp:6959)
ERROR: vkCreateRenderPass2KHR failed with error -7.
at: (drivers/vulkan/rendering_device_vulkan.cpp:3967)
ERROR: vkCreateRenderPass2KHR failed with error -7.
at: (drivers/vulkan/rendering_device_vulkan.cpp:3967)
ERROR: vkCreateRenderPass2KHR failed with error -7.
at: (drivers/vulkan/rendering_device_vulkan.cpp:3967)
ERROR: Condition "!framebuffer_formats.has(p_framebuffer_format)" is true. Returning: RID()
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6443)
ERROR: vkCreateRenderPass2KHR failed with error -7.
at: (drivers/vulkan/rendering_device_vulkan.cpp:3967)
ERROR: Condition "!framebuffer_formats.has(p_framebuffer_format)" is true. Returning: RID()
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6443)
ERROR: vkCreateRenderPass2KHR failed with error -7.
at: (drivers/vulkan/rendering_device_vulkan.cpp:3967)
ERROR: Condition "!framebuffer_formats.has(p_framebuffer_format)" is true. Returning: RID()
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6443)
ERROR: vkCreateRenderPass2KHR failed with error -7.
at: (drivers/vulkan/rendering_device_vulkan.cpp:3967)
ERROR: Condition "!framebuffer_formats.has(p_framebuffer_format)" is true. Returning: RID()
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6443)
ERROR: vkCreateRenderPass2KHR failed with error -7.
at: (drivers/vulkan/rendering_device_vulkan.cpp:3967)
ERROR: Condition "!framebuffer_formats.has(p_framebuffer_format)" is true. Returning: RID()
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6443)
ERROR: vkCreateRenderPass2KHR for empty fb failed with error -7.
at: (drivers/vulkan/rendering_device_vulkan.cpp:4059)
ERROR: Condition "!framebuffer_formats.has(p_framebuffer_format)" is true. Returning: RID()
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6443)
ERROR: vkCreateRenderPass2KHR for empty fb failed with error -7.
at: (drivers/vulkan/rendering_device_vulkan.cpp:4059)
ERROR: Condition "!framebuffer_formats.has(p_framebuffer_format)" is true. Returning: RID()
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6443)
The logs were generated by running Godot in cmd.
The 64-bit build exits immediately at the end of the log, while the 32-bit build hangs for a few seconds at the end of the log (due to Windows Error Reporting) and then exits.
Both builds cause application error log entries in the application Windows log.
Steps to reproduce
Run Godot without arguments.
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered:
Godot version
4.0 alpha 14 (106b680)
System information
Windows 10 (x64), NVDIA GeForce GTX 1050 (driver version 23.21.13.9125)
Issue description
When starting Godot, it attempts to use the Vulkan rendering engine, even though it's unsupported, but doesn't attempt to fall back on the OpenGL3 rendering engine, and instead crashes.
Workaround:
Start Godot with the
--rendering-driver
option set toopengl3
32-bit build log:
64-bit build log:
The logs were generated by running Godot in cmd.
The 64-bit build exits immediately at the end of the log, while the 32-bit build hangs for a few seconds at the end of the log (due to Windows Error Reporting) and then exits.
Both builds cause application error log entries in the application Windows log.
Steps to reproduce
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: