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Cannot Play any Games Made with Godot #99106

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Galactor123 opened this issue Nov 12, 2024 · 14 comments
Open

Cannot Play any Games Made with Godot #99106

Galactor123 opened this issue Nov 12, 2024 · 14 comments

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@Galactor123
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Tested versions

Latest versions of games released, both games made in Godot and published on Steam and one published on Itch.io and not updated since 2022 (Friday Night Funkin Benjine), all with the same result.

System information

Windows 11 23h2 Core i9-13900HX 32gb RAM Nvidia Laptop 4080

Issue description

I'm running a Lenovo Legion 7i:

Windows 11 Core i9-13900HX 32gb RAM Nvidia Laptop 4080

Windows 11 is version 23H2, and the nvidia driver is the most up to date one installed via nvcleanstall (did this as seemed to be having some memory problems with the latest driver, though not sure if it fully helped it or not)

I have tried running Cassette Beasts, Friday Night Funkin Benjine, Webfishing, and all of them do the exact same behavior. They start, they then immediately go into a "not responding" error state, and hang there forever.

I have tried to run these games in admin and compatibility mode, also ran in via cmd prompt to see if it throws any errors and it does not. It doesn't even get far enough into loading to leave anything in the webfishing log files.

I have also checked my nvidia drivers, considering I just updated them, and everything from antialiasing to 3d settings I have tried either "off" or "Let the application decide" and neither changed this behavior.

At first I just thought it was webfishing, but it appears that literally everything made in Godot does not play well with my PC right now for some reason, so any help would be greatly appreciated.

Steps to reproduce

Boot the game

Minimal reproduction project (MRP)

N/A, not developer

@Galactor123
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https://www.reddit.com/r/godot/comments/1gpee0f/all_godot_games_boot_then_immediately_go_to_not/ crossposting the post I put up on the godot subreddit just because it has some copy/pastes of the lack of error messages I got from running even the Godot Engine itself in cmd (the engine itself did the same thing, hanging before it even got to the point of an empty project. Weirdly, the online version of Godot engine works just fine???) As well as the security/maintenance error report.

Finally, I did in fact downgrade my driver by one notch, not just for this but due to an unrelated issue I was having with the most up to date nvidia driver causing what appeared to be a memory leak or at least being a resource hog. That sadly did not fix the problems I am having with Godot however.

@MGilleronFJ
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MGilleronFJ commented Nov 12, 2024

Is there a specific version of Godot from which it starts happening? (4.4 dev? 4.3? 4.earlier? 3.x? 2.x?)

If all else fails, would it be possible to compile Godot on your computer and run it with a C++ debugger to see if it gives more info about where it starts hanging?
I know it might sound not ideal, but unless someone else has more hints as to what this could be, or manages to guess or reproduce your problem on their machine, then the answer would be on your computer, so there wouldn't me many other options to find out.
I hope someone gets more insight, because otherwise it could be a long trial and error to guess what it is.

@Galactor123
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So I'm not approaching it as a developer but as a player. The only reason I have posted it in this github is because it is true of ALL Godot games, and yes, even the engine itself (I tried the latest build, and it does precisely the same thing. Starts, then immediately hangs with a "not responding" with no noticeable errors).

I have also fully reinstalled windows, as I was having some other minor issues that I wanted to address, and that did nothing. So I am fairly confident that it is a hardware incompatibility. I just have no clue as to what it doesn't like.

@Calinou
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Calinou commented Nov 12, 2024

This is likely due to the Nahimic service, which you should disable: #13208

@Galactor123
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Huh. That is a new one for me, but unfortunately no dice. It -was- running, and so I stopped it, disabled it, but after doing so ran Webfishing again... same problem.

I can confirm that unlike the person in that other logged bug as well, I did attempt to try it on both the integrated intel GPU as well as my 4080 (forcing it both through nvidia control panel AND windows graphics settings) and regardless of which GPU it used, it did this same thing.

@akien-mga
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Also Nahimic related, this one mentions the Nahimic Audio Driver specifically: #85608.
Could you check that too?

@Galactor123
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So completely removing Nahimic is a pain in the butt, but I -think- I have achieved it. Going through the driver packages and device manager, it appears to be gone completely, and the nahimic service is not even visible anymore. After all of that...

Nope. Still doing it. Even tried with Cassette Beasts as well, no dice, both still giving me the exact same issues.

@Galactor123
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Galactor123 commented Nov 13, 2024

Figure I'd put here what happens when I run the latest godot engine via cmd (cmd running as administrator) as an update. This seems to be no different then the one I linked in the reddit thread really, but in case people are wondering if anything has changed or what it says, here you go for what its worth.

C:\Users\magri\Downloads\Godot_v4.3-stable_win64.exe>Godot Engine v4.3.stable.official.77dcf97d8 - https://godotengine.g
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Native OpenGL API detected: 3.3: NVIDIA - NVIDIA GeForce RTX 4080 Laptop GPU
NVAPI: Init OK!
NVAPI: Disabled OpenGL threaded optimization successfully
NVAPI: Disabled G-SYNC for windowed mode successfully
Using "winink" pen tablet driver...
Shader 'CanvasSdfShaderGLES3' SHA256: 4a32013c5ac7e2b7acce3486c41a5e6a3a2eb81ca2f5de2f4309ad73fd5920d9
Shader 'SkeletonShaderGLES3' SHA256: fe94925e9cdb3a08b6759da02814faa8076e8241b329c0774f37f6abb7d5a8fa
Shader 'ParticlesShaderGLES3' SHA256: 9f966b756bfc50b02192d48a2bfdb4de3b3c9537a574d460373487bb61e654bd
Shader 'ParticlesCopyShaderGLES3' SHA256: 96268875be28c703a6ae3383c7a38dcf4d8500bbc80ae85f9e3a0053f21b2647
Shader 'CopyShaderGLES3' SHA256: 4c4c165bbd027f7ee3a41749163649da09879f133ed63d883e86de3e731e9e89
Shader 'CubemapFilterShaderGLES3' SHA256: 24f81b3dadf45c012c61f28cc41f55a7231a468f7f3415c4f5bd04dd1ee7d44c
Shader 'GlowShaderGLES3' SHA256: 2046c84a522190a57ed7ac6fcd8deee53b7b4a3a7c8a2f899c0dae1741a54498
Shader 'PostShaderGLES3' SHA256: 647d41e5f20b7acd1e18f6191cee863fd866131a9922611606ac3e06e5f179ae
Shader 'CanvasShaderGLES3' SHA256: edd435052cf59f76c06094a75063437a76162fa30f6b96fb3c1d5b3f88b4876e
Shader 'CanvasOcclusionShaderGLES3' SHA256: fe2f4c17387aee305102c687ce3b2c9fb3a2dc34f0241b2bea4b0a019ae2c94c
Shader 'SceneShaderGLES3' SHA256: f6b5929e049b0c21f323122c4f129a3fb3473906c57583d6c928264398c30e20
Shader 'SkyShaderGLES3' SHA256: 993b2dada163b0e5afd6c959e505eea631f5dffcad5326bc9590edf3c9b91d50
OpenGL API 3.3.0 NVIDIA 565.90 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 4080 Laptop GPU
WASAPI: Activated output_device using IAudioClient3 interface
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: mix_rate = 48000
WASAPI: fundamental_period_frames = 480
WASAPI: min_period_frames = 480
WASAPI: max_period_frames = 480
WASAPI: selected a period frame size of 480
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 480 calculated latency: 10ms
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 966092234
EDITOR API HASH: 444927587
EditorSettings: Load OK!
EditorTheme: Generating new theme for the config '66886095'.
EditorTheme: Generating new icons.
EditorTheme: Generating new fonts.
EditorTheme: Generating new styles.
Loaded system CA certificates
EditorSettings: Save OK!


Screenshot 2024-11-13 105103

This is what the windowed screen is looking like while the above is going on, again, not sure how useful this is but I'm frankly stumped at this point so I figure more info the better.

@theraot
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theraot commented Nov 13, 2024

If I understand correctly, the Godot editor itself failed for you. More precisely it hangs before showing the project list. Based on that, a few things that come to mind, although I admit they might amount to nothing:

  1. See if --rendering-method gl_compatiblity --rendering-driver opengl3 vs --rendering-method forward_plus --rendering-driver vulkan vs --rendering-method mobile --rendering-driver vulkan makes a difference (you can try this with the editor, and with the games). Perhaps one of this works, or yields logs that give a clue. Edit: these are command line arguments, launch from CMD.
  2. You could try @Calinou debug builds: https://github.com/Calinou/godot-debug-builds/releases/tag/v4.3 and perhaps they give you logs that yield some clue (also try running with --verbose).
  3. You could try older builds https://godotengine.org/download/archive/ and see if you find one that works, and perhaps looking at the changes between version we could figure out something.

See Command Line Reference.

@Galactor123
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Galactor123 commented Nov 13, 2024

Godot_v4.3-stable_win64 --rendering-method mobile --verbose
C:\Users\magri\Downloads\Godot_v4.3-stable_win64.exe>Godot Engine v4.3.stable.official.77dcf97d8 - https://godotengine.g
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
windows_read_data_files_in_registry: Registry lookup failed to get layer manifest files.
Objects - 1
Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 1659673333984
at: _debug_messenger_callback (drivers/vulkan/rendering_context_driver_vulkan.cpp:305)
Devices:
#0: NVIDIA NVIDIA GeForce RTX 4080 Laptop GPU - Supported, Discrete
#1: Intel Intel(R) RaptorLake-S Mobile Graphics Controller - Supported, Integrated
Vulkan Variable Rate Shading supported:
Pipeline fragment shading rate
Primitive fragment shading rate
Attachment fragment shading rate, min texel size: (16, 16), max texel size: (16, 16), max fragment size: (4, 4)
Vulkan multiview supported:
max view count: 32
max instances: 134217727
Vulkan subgroup:
size: 32
min size: 32
max size: 32
stages: STAGE_VERTEX, STAGE_TESSELLATION_CONTROL, STAGE_TESSELLATION_EVALUATION, STAGE_GEOMETRY, STAGE_FRAGMENT, STAGV
supported ops: FEATURE_BASIC, FEATURE_VOTE, FEATURE_ARITHMETIC, FEATURE_BALLOT, FEATURE_SHUFFLE, FEATURE_SHUFFLE_RELAV
quad operations in all stages
Vulkan 1.3.289 - Forward Mobile - Using Device #0: NVIDIA - NVIDIA GeForce RTX 4080 Laptop GPU
Startup PSO cache (0.0 MiB)
Using "winink" pen tablet driver...
Creating VMA small objects pool for memory type index 1
Shader 'CanvasSdfShaderRD' (group 0) SHA256: f65579ae334cdfb6901aee2527afd18ed626d1067a35c91f12fb632b45ce7f21
Shader 'SkeletonShaderRD' (group 0) SHA256: 4964fd59acf4406110ae7bca4b716f23ae52cc19864e21a8a35aee53e141e17e
Shader 'SortShaderRD' (group 0) SHA256: 0b1e36114ab5330dc340cc740b0b946ed2dbf43098119b8d29cfa0222da18b7a
Shader 'ParticlesShaderRD' (group 0) SHA256: 47fcf57848349fdf54197e5c1f64750a69c8d54787d3509ade4781c9faa31654
Shader 'ParticlesCopyShaderRD' (group 0) SHA256: 69566a7b0235d75ec40f504cd5555856aace22b5273899269166fde57287d26e
Shader 'CanvasShaderRD' (group 0) SHA256: 165f6964cfc63fea91c4221f04e7b8a54b5dc39d76b5a57aed5f99b20050b148
Shader 'CanvasOcclusionShaderRD' (group 0) SHA256: 42f2245b35206bcace1cda9e39e9282519e9967978ba6d5956472809525b1150
Shader 'SceneForwardMobileShaderRD' (group 0) SHA256: e902df56af9ca9d9d9416d71378d35cb342cbc94502027ef4929feede81891a9
Shader 'SkyShaderRD' (group 0) SHA256: 4bc541bfde1c30032df77bb4c98974909ad0368d22557f44e6cf095b26c0490a
Shader 'BokehDofRasterShaderRD' (group 0) SHA256: f30ffa9b63b7111cdeebc9cfd845e16bce37fb3def0098b0ea4291c5cba4c56c
Shader 'BlurRasterShaderRD' (group 0) SHA256: 1491fde07959e0231c42129c86e0b36750d05d340fa12a234e747a34c291ab85
Shader 'CopyShaderRD' (group 0) SHA256: 4a43f34799f84bc5a387aff816d36330149d91299172af9be2d3ab05cc0c4e9d
Shader 'CopyToFbShaderRD' (group 0) SHA256: 8668028c5ceed89276611359329de4a0f5d40702546caecc31456f63f6f9ffe8
Shader 'CubeToDpShaderRD' (group 0) SHA256: e3db5adc31b15e80112f4d7497dc8563c39b7d64675a53dcce7f9511c5ca9f80
Shader 'CubemapDownsamplerRasterShaderRD' (group 0) SHA256: 7b25ae2b6822705c2714ecbc0e14d2af08ab7d08e88a1c3b7fa0ecc9bb20
Shader 'CubemapFilterRasterShaderRD' (group 0) SHA256: 41fc5058a6a86412a99e75cfc00cb64be45eb0aa6d46278a0a0355ed01bc5487
Shader 'CubemapRoughnessRasterShaderRD' (group 0) SHA256: 2b317415ef9a47a49583fda31b04795e8751db94b488132f8816daa293629a
Shader 'SpecularMergeShaderRD' (group 0) SHA256: a119881bb41d0ec2f36a7f060866ec38b88afa6d0e484a431c65b35b5a2e820b
Shader 'ShadowFrustumShaderRD' (group 0) SHA256: c9c1b6421f8f6625effc9ddfa4bb2c09cafda0942b62fb8e1414e90820e18fa0
Shader 'MotionVectorsShaderRD' (group 0) SHA256: cbf3cbdcba0d0a2026c9fbf248556f1acd11beacc38a2e8c5ce7009ee49a1560
Shader 'LuminanceReduceRasterShaderRD' (group 0) SHA256: 3ccd96a23701d47b6b28640ac3624f391cf503bff4453adcf9486ce1f753c52
Shader 'TonemapShaderRD' (group 0) SHA256: 1c4748b3de350503048a1f9eca4f1dc2b308086460692ea0a81bababfd80542a
Shader 'VrsShaderRD' (group 0) SHA256: def705023965d273a669c1ac6acfd7494138bde25b3e3bde0969c3c7a32c3aae
Shader 'BlitShaderRD' (group 0) SHA256: 09b63e5347ccb6779fd79e54b093cfc915ec80510efa1f613c9ada9ff2e0f70d
WASAPI: Activated output_device using IAudioClient3 interface
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: mix_rate = 48000
WASAPI: fundamental_period_frames = 480
WASAPI: min_period_frames = 480
WASAPI: max_period_frames = 480
WASAPI: selected a period frame size of 480
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 480 calculated latency: 10ms
Using present mode: Enabled
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 966092234
EDITOR API HASH: 444927587
EditorSettings: Load OK!
EditorTheme: Generating new theme for the config '66886095'.
EditorTheme: Generating new icons.
EditorTheme: Generating new fonts.
EditorTheme: Generating new styles.
Loaded system CA certificates
EditorSettings: Save OK!

Hmm. Maybe something with the Vulkan renderer? Seems like by default when I launch Godot games, it goes to OpenGL, but when forced to use Vulkan it is throwing that warning at the top? Not sure if thats important but its literally the first sign of anything different.

None of the methods linked above with the rendering methods/drivers did anything for the current version of Godot however in terms of making it not hang.

Tried the debug version, ran it in CMD under verbose, no additional information from the normal current release, same issue.

@Galactor123
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IMG_1896
IMG_1897

I have fixed it! With one of the strangest solutions I could think of. Attached picture wise are the anker hub, and the plug on the back of my Lenovo where it was plugged into. Even blank like it was shown in the pictures, if it was plugged into that particular usb c plug, the game WOULD NOT RUN and would hang indefinitely. The moment I removed the device from that plug (and I have no idea if this is specific to the anker hub I'm using or the plug, but either way) it worked a treat.

Don't ask me why, but it works now, so hey!

@AThousandShips
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AThousandShips commented Nov 13, 2024

Probably because of some bugs with the fact that that usb port is a display output (unless it's just a powered one, unsure), so the hub (which has display output itself) does some weird thing that causes some rendering issues

Should be investigated, could you try listing display drivers or display units etc.? Could be some weird specific incompatibility

@Zireael07
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Most likely an extreme case of #20566

@clayjohn
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This is a sillier problem then you would think. On Windows the OpenGL driver is responsible for choosing what GPU is responsible for displaying games onto the screen. Applications (like Godot don't get to choose).

Some docks (like the one pictured above) have their own GPU drivers and tell the OS that they are a GPU. For whatever reason these fake GPUs get priority on some systems and so OpenGL tries to use them and utterly fails.

I suspect you should be able to set a preference in your NVIdia control panel that should help avoid that fake GPU

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