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