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EDIT: 0.5.0 is out, which uses the GL fallback renderer by default instead of the Vulkan renderer, obviating most of these issues. I am leaving this issue up just in case.
All of the issues that I have seen have to do with GPU Vulkan support, or lack thereof. GDRE Tools is based on Godot 4.x, which uses Vulkan as its default renderer. Certain system configurations may cause the Vulkan renderer to fail. Workarounds to this are discussed below. I'll keep this updated as more people report issues.
If you run into any of these situations and these workarounds do not work for you, please comment below with your specs (including your GPU model) and what OS you are running.
Your GPU may be old enough to not have any Vulkan support
Troubleshooting:
Update drivers:
Windows
Install the latest drivers direct from your GPU manufacturer: nVidia AMD Intel
macOS
IMPORTANT: If your Mac predates 2014, don't do this yet, as this may cause the opengl3 renderer to fail as well, try the opengl3 method below first
Run macOS System update to update your graphics drivers.
Linux
Get the latest GPU drivers from your package manager. (if anyone wants to contribute instructions on how to do this on a certain distro, please comment below)
Try running with the OpenGL3 renderer
Windows:
gdre_tools.exe--display-driver windows --rendering-driver opengl3
macOS:
"Godot RE Tools.app\Contents\MacOS\Godot RE Tools" --display-driver macos --rendering-driver opengl3
If you're running on a laptop with a discrete GPU, it may crash because Godot is attempting to use the integrated GPU. This seems to be common on laptops that have AMD Ryzens paired with nVidia discrete graphics.
This will force your system to always use the discrete GPU, which may be undesirable for battery life. (If anyone else has run into this problem and has a better solution that still allows GPU switching, please comment here).
If you don't want your laptop to always use the discrete GPU, you can also try...
Option 2: Run with --gpu-index
First, try running gdre_tools from the command line with the verbose option:
gdre_tools.exe --verbose
In the output, you should see something like the following:
There are certain combinations of macOS versions and hardware which can cause both the opengl3 and vulkan to fail, and I am still investigating what causes this. If you run into issues with starting the GUI in either opengl3 or vulkan mode, please comment below with your macOS version and the model of your Mac (e.g. "Macbook Pro, late 2013 retina")
EDIT: 0.5.0 is out, which uses the GL fallback renderer by default instead of the Vulkan renderer, obviating most of these issues. I am leaving this issue up just in case.
All of the issues that I have seen have to do with GPU Vulkan support, or lack thereof. GDRE Tools is based on Godot 4.x, which uses Vulkan as its default renderer. Certain system configurations may cause the Vulkan renderer to fail. Workarounds to this are discussed below. I'll keep this updated as more people report issues.
If you run into any of these situations and these workarounds do not work for you, please comment below with your specs (including your GPU model) and what OS you are running.
If all else fails, you can still run GDRE Tools as a CLI tool, please see the README: https://github.com/bruvzg/gdsdecomp#command-line
Common Issues with all OSes:
Troubleshooting:
Update drivers:
Windows
Install the latest drivers direct from your GPU manufacturer:
nVidia
AMD
Intel
macOS
IMPORTANT: If your Mac predates 2014, don't do this yet, as this may cause the opengl3 renderer to fail as well, try the opengl3 method below first
Run macOS System update to update your graphics drivers.
Linux
Get the latest GPU drivers from your package manager.
(if anyone wants to contribute instructions on how to do this on a certain distro, please comment below)
Try running with the OpenGL3 renderer
Windows:
gdre_tools.exe--display-driver windows --rendering-driver opengl3
macOS:
"Godot RE Tools.app\Contents\MacOS\Godot RE Tools" --display-driver macos --rendering-driver opengl3
Linux:
gdre_tools.x86_64 --display-driver x11 --rendering-driver opengl3
Windows
Troubleshooting:
Force usage of discrete GPU on laptop:
This will force your system to always use the discrete GPU, which may be undesirable for battery life.
(If anyone else has run into this problem and has a better solution that still allows GPU switching, please comment here).
If you don't want your laptop to always use the discrete GPU, you can also try...
--gpu-index
First, try running gdre_tools from the command line with the verbose option:
gdre_tools.exe --verbose
In the output, you should see something like the following:
Then, run gdre_tools with the index to your discrete gpu, like this:
gdre_tools.exe --gpu-index 1
See further:
#95
#74
MacOS
There are certain combinations of macOS versions and hardware which can cause both the opengl3 and vulkan to fail, and I am still investigating what causes this. If you run into issues with starting the GUI in either opengl3 or vulkan mode, please comment below with your macOS version and the model of your Mac (e.g. "Macbook Pro, late 2013 retina")
See further:
#101
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