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I am building a small prototype, and had set up a Camera3D in a scene with DirectionalLight3D, CSGBox3D (as ground plane) and an imported model. To check the camera perspective, I switched into Cinematic Preview in the 3D View, then proceeded to adjust the Transform of the imported model scene. Upon editing the Z value, the editor froze, showed a blank tooltip, flashed a 'critical error' message briefly (so I couldn't tell what the issue was), then crashed the Godot editor completely.
Upon reopening Godot and reloading the project, I was able to edit the transform successfully, though could not find any error messages or logs from the previous session that crashed.
Windows Event Viewer -> Application logs show a few errors:
The description for Event ID 2 from source NVIDIA OpenGL Driver cannot be found. Either the component that raises this event is not installed on your local computer or the installation is corrupted. You can install or repair the component on the local computer.
If the event originated on another computer, the display information had to be saved with the event.
The following information was included with the event:
The NVIDIA OpenGL driver has encountered
an out of memory error. This application might
behave inconsistently and fail.
(pid=16072 godot_v4.3-rc1_win64.exe 64bit)
The message resource is present but the message was not found in the message table
Being a Surface Book 2, my system is running an NVidia GeForce GTX 1060, with fallback to integrated Intel UHD 620 graphics when running solely on battery power and the power level drops below a certain threshold. This is supported by the System event log containing the following SurfaceHotPlug entry at the same time when the Godot editor started to freeze:
DGPU state change: DGPUPresent=0
How feasible would it be to make the Godot editor more resilient to graphics adaptor changes like this? This presented itself as running out of video memory, and my understanding is that the Intel integrated graphics uses main system memory (of which I have 16GB).
Steps to reproduce
I have been unable to reproduce this reliably; the steps I had done at this point are:
Switch to the 3D view for the main game scene
In the viewport menu, enable Cinematic Preview
Select the model scene instance child ("Plane")
In the Properties pane, specifically under Node 3D -> Transform -> Position, edit the position values.
This may be reproducible on other portable systems with a discrete graphics processor that becomes disabled when both of the following are true:
The system is disconnected from mains power, causing it to run on battery only;
The battery power level drops below a certain threshold
Yes, I was running Firefox 100.0.2 throughout (as well as the Windows calculator) without any issues. I had Blender 4.0 open earlier, but I think I had closed it by the time the discrete GPU was disabled.
Tested versions
Occurred in 4.3 RC1
System information
Godot v4.3.rc1 - Windows 10.0.19045 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics 620 (Intel Corporation; 30.0.101.1339) - Intel(R) Core(TM) i7-8650U CPU @ 1.90GHz (8 Threads)
Issue description
I am building a small prototype, and had set up a Camera3D in a scene with DirectionalLight3D, CSGBox3D (as ground plane) and an imported model. To check the camera perspective, I switched into Cinematic Preview in the 3D View, then proceeded to adjust the Transform of the imported model scene. Upon editing the Z value, the editor froze, showed a blank tooltip, flashed a 'critical error' message briefly (so I couldn't tell what the issue was), then crashed the Godot editor completely.
Upon reopening Godot and reloading the project, I was able to edit the transform successfully, though could not find any error messages or logs from the previous session that crashed.
Windows Event Viewer -> Application logs show a few errors:
and
Being a Surface Book 2, my system is running an NVidia GeForce GTX 1060, with fallback to integrated Intel UHD 620 graphics when running solely on battery power and the power level drops below a certain threshold. This is supported by the System event log containing the following SurfaceHotPlug entry at the same time when the Godot editor started to freeze:
How feasible would it be to make the Godot editor more resilient to graphics adaptor changes like this? This presented itself as running out of video memory, and my understanding is that the Intel integrated graphics uses main system memory (of which I have 16GB).
Steps to reproduce
I have been unable to reproduce this reliably; the steps I had done at this point are:
This may be reproducible on other portable systems with a discrete graphics processor that becomes disabled when both of the following are true:
Minimal reproduction project (MRP)
FlightTest.zip
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