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Vulkan: Disabling V-Sync on Intel integrated graphics crashes the renderer #70837
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Can you reproduce this after switching to the Compatibility (OpenGL) rendering backend in the project settings? |
I'll need to take a look again. I just updated my Fedora drivers after finding this Issue to use its GPU instead of Integrated Graphics, and now I can't disable it as easy as in Pop_OS. |
tested on my laptop, turning of vsync on gl_compatibility works fine, this bug only happens on both Mobile and Foward+ rendering devices the error that is printed on debugger when vsync is turned off: (last 2 lines can be ignored)
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I have the same issue with Although the issue only seems to appear on Wayland. I cannot produce the crash on X11. @henriquelalves I think Fedora uses Wayland by default. Can you confirm? I use sway as my window manager on wayland, in case its related. I ran the back trace through gdb and it crashes on Therefore this is likely a duplicate of #64766 |
The MRP linked in OP doesn't use multi-threaded rendering. |
Godot version
4.0 (beta 10)
System information
Fedora, Intel(R) HD Graphics 5600 (BDW GT2)
Issue description
I'm developing a PoC for benchmarking the player's hardware and setting the graphic settings accordingly. When running it on a machine without GPU (only an Intel Integrated Graphics), the project renderer crashes on the line where the settings disable the
DisplayServer
VSync (Godot throws an error, and the screen stays black. The project does not close, though).Steps to reproduce
This only happens when VSync is set "Enabled" on Project Settings and is set to disabled with
DisplayServer.window_set_vsync_mode()
. I can't reproduce this issue on a machine with GPU.Minimal reproduction project
https://github.com/GDQuest/3D-graphics-benchmark-PoC
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