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Windows PC without Vulkan or OpenGL should default to Direct3D12 #94760
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CC @bruvzg - tentatively putting in 4.3 milestone if the fix is simple, but it's not critical, it can also wait for 4.4 and 4.3.x. |
If you install the Vulkan/OpenGL support pack (which translates those APIs to Direct3D 12), you should be able to run the Compatibility rendering method. |
Thanks for the good work! I just checked the artifact and I did not need to put any parameters to run the editor or the game. Although I should mention that the editor used ANGLE instead of Direct3D, but the game used Direct3D when Forward+ was selected. No parameters were used when calling either the editor or running the game. |
Do you mean when using the compatibility rendering method? It's expected as switching between different rendering methods might result in some issues so my PR didn't do it (you should open a proposal about it). If you meant Forward+ rendering methods, then did you restart your editor after switching rendering methods? |
Nevermind, my mistake :) This is what I did:
So, in the end:
I think this behaviour is good enough. |
Tested versions
System information
Windows 11 (ARM64) - Godot 4.3-rc1
Issue description
I have a Windows 11 ARM64 laptop (Samsung Galaxy Book Go) that Qualcomm decided to only give it DirectX support.
It might be a good idea to have this workflow for deciding automatically which rendering driver should Godot use when starting the editor or a game:
Although I'm just posting this strange case anyone would like to check it, but I believe it should have the lowest priority, as these devices currently are just residual.
PS: Congrats to the team on the recent progresses on Direct3D and Windows on ARM! 👏🥳
Steps to reproduce
When I start the editor (4.3-rc1 x64), Godot detects that the laptop doesn't support OpenGL and uses the ANGLE backend for the project selector dialog.
When I select a project that uses the Forward+ renderer, it says that Vulkan is unavailable and that I should force the compatible opengl3 driver:
If I enforce the d3d12 rendering driver, it seems to initialize correctly for the project manager and I can get into the editor after that:
I got to export a game with the ARM64 template, but when trying to run the standalone game, this message appeared once more:
But after enforcing the d3d12 driver for the standalone executable, it worked and performed as expected. It was nice to see Arm64 as the executable architecture in the process list:
Minimal reproduction project (MRP)
"Game Base 2D" from the Assets library is good enough.
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