troubleshooting.rst 6.7 KB

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  1. :article_outdated: True
  2. .. _doc_troubleshooting:
  3. Troubleshooting
  4. ===============
  5. This page lists common issues encountered when using Godot and possible solutions.
  6. .. seealso::
  7. See :ref:`doc_using_the_web_editor` for caveats specific to the Web version
  8. of the Godot editor.
  9. The editor runs slowly and uses all my CPU and GPU resources, making my computer noisy
  10. --------------------------------------------------------------------------------------
  11. This is a known issue, especially on macOS since most Macs have Retina displays.
  12. Due to Retina displays' higher pixel density, everything has to be rendered at a
  13. higher resolution. This increases the load on the GPU and decreases perceived
  14. performance.
  15. There are several ways to improve performance and battery life:
  16. - In 3D, click the **Perspective** button in the top left corner and enable
  17. **Half Resolution**. The 3D viewport will now be rendered at half resolution,
  18. which can be up to 4 times faster.
  19. - Open the Editor Settings and increase the value of **Low Processor Mode Sleep (µsec)**
  20. to ``33000`` (30 FPS). This value determines the amount of *microseconds*
  21. between frames to render. Higher values will make the editor feel less reactive
  22. but will help decrease CPU and GPU usage significantly.
  23. - If you have a node that causes the editor to redraw continuously (such as
  24. particles), hide it and show it using a script in the ``_ready()`` method.
  25. This way, it will be hidden in the editor but will still be visible in the
  26. running project.
  27. The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync)
  28. --------------------------------------------------------------------------------------
  29. This is a `known issue <https://github.com/godotengine/godot/issues/38219>`__.
  30. Variable refresh rate monitors need to adjust their gamma curves continuously to
  31. emit a consistent amount of light over time. This can cause flicker to appear in
  32. dark areas of the image when the refresh rate varies a lot, which occurs as
  33. the Godot editor only redraws when necessary.
  34. There are several workarounds for this:
  35. - Enable **Interface > Editor > Update Continuously** in the Editor Settings. Keep in mind
  36. this will increase power usage and heat/noise emissions since the editor will
  37. now be rendering constantly, even if nothing has changed on screen. To
  38. alleviate this, you can increase **Low Processor Mode Sleep (µsec)** to
  39. ``33000`` (30 FPS) in the Editor Settings. This value determines the amount of
  40. *microseconds* between frames to render. Higher values will make the editor
  41. feel less reactive but will help decrease CPU and GPU usage significantly.
  42. - Alternatively, disable variable refresh rate on your monitor or in the graphics driver.
  43. - VRR flicker can be reduced on some displays using the **VRR Control** or
  44. **Fine Tune Dark Areas** options in your monitor's OSD. These options may
  45. increase input lag or result in crushed blacks.
  46. - If using an OLED display, use the **Black (OLED)** editor theme preset in the
  47. Editor Settings. This hides VRR flicker thanks to OLED's perfect black levels.
  48. The editor or project takes a very long time to start
  49. -----------------------------------------------------
  50. When using one of the the Vulkan-based renderers (Forward+ or Forward Mobile),
  51. the first startup is expected to be relatively long. This is because shaders
  52. need to be compiled before they can be cached. Shaders also need to be cached
  53. again after updating Godot, after updating graphics drivers or after switching
  54. graphics cards.
  55. If the issue persists after the first startup, this is a
  56. `known bug <https://github.com/godotengine/godot/issues/20566>`__ on
  57. Windows when you have specific USB peripherals connected. In particular,
  58. Corsair's iCUE software seems to cause this bug. Try updating your USB
  59. peripherals' drivers to their latest version. If the bug persists, you need to
  60. disconnect the specific peripheral before opening the editor. You can then
  61. connect the peripheral again.
  62. The Godot editor appears frozen after clicking the system console
  63. -----------------------------------------------------------------
  64. When running Godot on Windows with the system console enabled, you can
  65. accidentally enable *selection mode* by clicking inside the command window. This
  66. Windows-specific behavior pauses the application to let you select text inside
  67. the system console. Godot cannot override this system-specific behavior.
  68. To solve this, select the system console window and press Enter to leave
  69. selection mode.
  70. Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window
  71. -------------------------------------------------------------------------------------------------
  72. This is caused by the NVIDIA graphics driver injecting an overlay to display information.
  73. To disable this overlay on Windows, restore your graphics driver settings to the
  74. default values in the NVIDIA Control Panel.
  75. To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen 0 >
  76. OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**.
  77. The project window doesn't appear centered when I run the project
  78. -----------------------------------------------------------------
  79. This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. To
  80. resolve this, open **Project > Project Settings**, make sure **Advanced
  81. Settings** is active, and enable **Display > Window
  82. > DPI > Allow hiDPI**. On top of that, make sure your project is configured to
  83. support :ref:`multiple resolutions <doc_multiple_resolutions>`.
  84. The project works when run from the editor, but fails to load some files when running from an exported copy
  85. -----------------------------------------------------------------------------------------------------------
  86. This is usually caused by forgetting to specify a filter for non-resource files
  87. in the Export dialog. By default, Godot will only include actual *resources*
  88. into the PCK file. Some files commonly used, such as JSON files, are not
  89. considered resources. For example, if you load ``test.json`` in the exported
  90. project, you need to specify ``*.json`` in the non-resource export filter. See
  91. :ref:`doc_exporting_projects_export_mode` for more information.
  92. Also, note that files and folders whose names begin with a period will never be
  93. included in the exported project. This is done to prevent version control
  94. folders like ``.git`` from being included in the exported PCK file.
  95. On Windows, this can also be due to :ref:`case sensitivity
  96. <doc_project_organization_case_sensitivity>` issues. If you reference a resource
  97. in your script with a different case than on the filesystem, loading will fail
  98. once you export the project. This is because the virtual PCK filesystem is
  99. case-sensitive, while Windows's filesystem is case-insensitive by default.