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Disable AMD switchable graphics on Windows with Vulkan to fix driver issue #73450
Disable AMD switchable graphics on Windows with Vulkan to fix driver issue #73450
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…issue This is a required workaround on setups with AMD integrated graphics + NVIDIA dedicated GPU to be able to start the engine with the Forward+ or Forward Mobile rendering methods. While a AMD driver update can resolve this issue, it still gets reported regularly and is likely to become a source of support headache for people distributing projects made with Godot (as this also affects exported projects).
This could probably be moved into the Windows Vulkan context itself so it doesn't affect other drivers such as D3D12. |
This workaround is not needed for rendering drivers other than Vulkan.
I've pushed a second commit with an updated Windows build in OP for testing. |
Nvidia's NVRHI / donut checks with the Vulkan API for dedicated GPUs as an alternative to set a environment variable: |
AMD R7 + 2060(note books) This PR can be used. |
Working on R7 3750H (RX Vega 10) + GTX 1650 Mobile (Laptop) |
This is interesting, but we only need to disable AMD switchable graphics, as Intel switchable graphics seem to work just fine. |
Working in a ryzen7 4800H with an integrated and a GTX 1650 (driver v522.25) laptop graphic adapter windows graphic settings is not set (the program isn't added) |
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I don't love having to include a hack like this. But it seems well tested and appropriately limited to the windows platform, so lets go ahead and merge
Doesn't this mean that we'd never use AMD discrete GPUs when available? |
Nevermind setting |
Thanks! |
Cherry-picked for 4.0.4. |
ERROR: vkCreateComputePipelines failed with error -1000012000. |
This is a required workaround on setups with AMD integrated graphics + NVIDIA dedicated GPU to be able to start the engine with the Forward+ or Forward Mobile rendering methods.
While a AMD driver update can resolve this issue, it still gets reported regularly and is likely to become a source of support headache for people distributing projects made with Godot (as this also affects exported projects).
The only case where disabling integrated graphics is really a problem is for non-game applications, but these are likely to use OpenGL anyway due to the lower rendering base cost and system requirements.
Please test, as I have no setup to test this locally. This targets a merge for 4.1 with a backport to 4.0.x.
vkEnumeratePhysicalDevices
) #57708.Windows 64-bit editor binary for testing this PR: https://0x0.st/HrFk.exe.zip (link expires in late 2023)
Older build
Windows 64-bit editor binary for testing this PR: https://0x0.st/HrGR.exe.zip (link expires in late 2023)