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Vulkan: Console keeps spamming error when scene is empty while SDFGI is turned on #60533
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I can confirm this on 4.0.alpha 5c54770 (Linux, NVIDIA 510.60.02). |
I've been having a similar issue when trying to play a basic scene with SDFGI enabled. This is the stack trace I only create a ground plane and a capsule player to try and move around with. This has been happening ever since 4.0 Alpha 1 for me here. Don't know what is causing this issue since I see people being able to use SDFGI in feature showcases. Something new that happened with Alpha 6 and now 7 is when trying to play the scene the screen is all black. Even though there is an active camera. As I'm writing this comment Godot is making my computer lag like crazy! |
Does the ground plane have its Global Illumination Mode property set to Static in the inspector? This is required for SDFGI to work. |
I was able to replicate the issue when both the ground plane and capsule had Global Illumination Mode disabled, setting the ground plane GI Mode to Static and restarting fixed the problem. Perhaps a clearer error message would be a good idea? Also, interestingly when I tried disabling the GI Mode and reloading the scene I did not see the errors reappear, only once I restarted the project. Environment: |
The Vulkan errors need to be fixed first before we can consider adding a warning message that's printed only once (using |
Setting the Global Illumination Mode indeed fixed the error. Thanks! What about the black viewport thing? |
I don't know. Can you upload a minimal reproduction project here? You can attach a ZIP file by drag-and-dropping it. |
Here it is. Thanks for the help! I don't remember having to do anything other than putting a camera in the scene in previous versions of Godot to make the camera work. And also I was not facing this issue with Godot 4.0 alpha until version 6 I guess. Don't remember testing version 5. |
I ran into the exact same issues as this post, and setting the GI on the static floor did fix it. One think I didn't see mentioned is that if you animate/move the player capsule/camera the entire screen will start flickering as these resource issues in vulkan keep getting hit over and over again.
It's required if we want it to contribute to SDFGI, but it should still be fine for "disabled" to be a valid option and not cause this erratic behavior right? |
Not having any objects marked as static shouldn't cause errors or performance degradation, but it will not look correct. To be fair, since imported 3D scenes (Collada/glTF/FBX) are already using the Static global illumination mode by default, I wonder if this should be done for all GeometryInstance3D nodes by default. This would result in more consistent behavior between primitive meshes, loaded OBJ meshes and imported 3D scenes. See also #59293 which does this in a more scoped fashion (on CSG nodes only). Edit: Proposal opened: godotengine/godot-proposals#4515 |
I can't reproduce on RC3. We have fixed a lot of errors like this, so I will close this as fixed. Please comment if you can reproduce |
Godot version
Godot 4.0 Alpha 6
System information
Windows 11, RTX 3050, 472.12, Vulkan Clustered
Issue description
2022-04-26.20-59-34.mp4
The console keep spamming
when no mesh exist in the scene. However the error disappear when a new mesh is added to the scene
Steps to reproduce
Minimal reproduction project
No response
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