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Vulkan device lost #82247
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Unable to reproduce this on an RX 7900XTX. Have been using this build to work on a 3D game for a few days and hasn't crashed at all |
I use latest available drivers: 23.9.2 |
I tested with VS 2022 on Windows and unfortunately issue is not resolved. |
I made some experiments and got this:
And I found out it happens often when some popup/overlay window appear over main screen (like save progress for example). And I checked with debug output - for every popup show Godot call fpCreateSwapchainKHR 5 times!!! Here is full example session where I just move mouse over object tree (I put WARNING about fpCreateSwapchainKHR on 2049 line of vulkan_context.cpp to see):
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Every window needs its own swapchains (because of V-Sync and frame queuing, you need more than 1). This is how Vulkan is designed. Popups are their own window so that they can extend outside the editor's main window. If you enable Single Window Mode in the Editor Settings, you won't see new swapchains being created while using the editor as everything will be a single window. |
Yes, but why does it call it 5 times? |
And setting Single Window Mode - remove multiple fpCreateSwapchainKHR. And for my comp it's 100 times more stable. |
I found that Linux when you're using a non-default Vulcan device the "device lost" message appears because of some wrong assumptions in amdgpu for cards with no displays plugged in. I was able to work around this issue by adding It seems that what happens is that the default timeouts for non-connected GPUs is 10000 for all rings, while on the primary one it is 60000 for compute. Not sure if it'll help you in this case! |
Hey, I also have a same issue, but the only error I have was about "Vulkan Device lost" . I'm using Intel i5 laptop on windows 11. Any way to fix it? Moreover, the software crashes unknowingly |
See this comment: #82247 (comment) |
Beta 4 - still crashing! |
Beta5 still bad - whenever I resize editor window or any popup (like save progress) appears editor crashes. Almost impossible to work. How to catch this? I can build editor from sources, but I don't know how to catch Vulcan errors.
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Some new information if somebody is interested:
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Putting the Editor in Single Window Mode fixes the issue for me but I did get this error once while working, and then forced me to close the engine. No log because of that (or none that I can find), sorry about that. Godot Engine v4.1.3.stable.mono.official.f06b6836a - Vulkan API 1.3.260 - Forward+ - Using Vulkan Device #0: AMD - Radeon RX 560X If this is in any shape or form interesting for you, here are the logs I got when I was using PR #80566 with no Single Window Mode, i didn't try since with it but I can if needed : And this was 4.1.3 before Single Window Mode: Note that a lot of the time the vulkan errors would happen randomly, sometimes right after it opened the project window, sometimes after it loads the main scene in the engine, sometimes when I try to build my project... EDIT: On Godot 4.1.3 (+ Single Window Mode) I can reproduce this exact same error every single time if I Restore Down the godot window, and try to change its size. |
Getting the same issues here. Was able to reproduce with just creating a GPU particle node with 500 particles when launching the scene. Seems to work in editor funnily enough. I have a Lenovo Yoga C940-14IIL with Windows 11. |
It happens for me also on LinuxArch and godot 4.2.2: |
Thanks for the report! Consolidating in #71929. |
Godot version
v4.2.dev5.official.e3e2528ba
System information
Godot v4.2.dev5 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated Radeon RX 560X (Advanced Micro Devices, Inc.; 31.0.21902.5) - AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx (8 Threads)
Issue description
Try to create empty project, add 3D scene and try to save = crash!
Steps to reproduce
Create new project, than create first 3D scene and try to save...
Minimal reproduction project
Can't even save first scene... - no project
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