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When system scale changes and Godot 4 is running, it tries to adjust and usually crashes #98514
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I did 30 scale changes and wasn't able to reproduce the issue, no crashes, the freeze time was like 3~5s (what i think is expected) and max cpu usage was 10%, maybe depends on the hardware? Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated AMD Radeon RX 580 2048SP (Advanced Micro Devices, Inc.; 31.0.21921.1000) - AMD Ryzen 5 3600 6-Core Processor (12 Threads) |
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I clearly reproduced it when tried again (this time it scaled well two times and crashed on the third one). Scaled well = in 10-15 seconds. And I'm on Steam version, overlay disabled. |
This seems to has been fixed in 4.4 dev 1 by pr #95849, you can test to see if works for you too. I did some tests and seems the problem happens when the visual shader editor is visible (related to the Spams: With some:
And when crash show this backtrace:
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Tested versions
Godot 4.3 Stable
System information
Windows 10 and 11, Godot 4.3
Issue description
Godot 4 is always following system scale, and there are many issues with that. It ignores the defined scale in the editor settings (if they are changed in system, it changes them again), it breaks UI elements, and finally, it tries to adjust on runtime.
If Godot 4.3 editor is running, and the user tries to change the scale in Windows OS settings, the app starting to consume 100% of CPU for a certain amount of time and tries to rescale everything on runtime. Very often it does not succeed and crashes. Sometimes it changes the scale, and it works (in my test, 4/10 rescales worked, and 6 crashed).
Steps to reproduce
Minimal reproduction project (MRP)
Does not require a project.
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