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Godot 4.0 beta 1 - Can't run editor: "Assertion Failed"

Open nefrace opened this issue 3 years ago • 10 comments

Godot version

4.0 beta 1

System information

Acer Nitro 5 on Windows 11, Ryzen 5 4600H, GTX 1650 Ti v.516.94

Issue description

After clicking the executable, a white window appears with an error described on a screenshot below изображение

Steps to reproduce

Just launch an exe file of Godot Engine

Minimal reproduction project

No response

Update

I've just tried to open Alpha 15 which worked fine before and it didn't open with the same error. Perhaps it's just some driver issue.

nefrace avatar Sep 15 '22 20:09 nefrace

Do you have a laptop with hybrid graphics (specifically AMD integrated + NVIDIA dedicated)?

Calinou avatar Sep 15 '22 21:09 Calinou

I do, is that the issue or do i need to enable something to get it to work

yeet227 avatar Sep 16 '22 04:09 yeet227

Do you have a laptop with hybrid graphics (specifically AMD integrated + NVIDIA dedicated)?

Yes, but I've set up my settings to launch any program only on the dedicated Nvidia card.

nefrace avatar Sep 16 '22 06:09 nefrace

I have the same issue. First I thought my graphic card was too old (GTX560). Now, I think this is not the case. I did upgrade the driver.

lsio8306 avatar Sep 16 '22 07:09 lsio8306

same issue here, I also have a laptop with a AMD chip and NVIDIA graphics card (asus zepyrus g14)

dwexel avatar Sep 17 '22 05:09 dwexel

I'm having exactly the same issue (same text in error description). I have a laptop with Processor: AMD Ryzen 7 5800H with Radeon Graphics, 3201 Mhz, 8 Core(s), 16 Logical Processor(s) Graphics card: NVIDIA GeForce RTX 3060 Laptop GPU

ua-knight avatar Sep 24 '22 12:09 ua-knight

Same issue with amd Ryzen 7 4800HS with Radeon Graphics , GTX1660Ti MaxQ

ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message setup_loader_tramp_phys_devs: Failed during dispatch call of 'vkEnumeratePhysicalDevices' to lower layers or loader to get count. Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2044681716112 at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:171) ERROR: vkEnumeratePhysicalDevices reported zero accessible devices. Do you have a compatible Vulkan installable client driver (ICD) installed? vkEnumeratePhysicalDevices Failure at: (drivers/vulkan/vulkan_context.cpp:864) ERROR: Condition "err != OK" is true. Returning: ERR_CANT_CREATE at: _window_create (drivers/vulkan/vulkan_context.cpp:1462)

Redwarx008 avatar Sep 30 '22 18:09 Redwarx008

Small update about this issue:

When I go to Device Manager and shut down integrated AMD card and then try to launch Godot - all works perfectly. Then I can turn it on again and it still works until reboot.

nefrace avatar Oct 03 '22 10:10 nefrace

It now works.

When I tested for the first time (alpha 16 dated 2022-09-07) it crashed. When testing earlier this month with the beta version (beta4 dated 2022-11-01), it crashed. However, when testing again today with beta4 (v4.0.beta4.official [e6751549c]), it doesn't crash.

I interpret it as some drivers on my system has been updated, and happen to fix the issue. Either...

  1. Windows 10
  2. The graphics card: NVIDIA GeForce RTX 3060 Laptop GPU

ua-knight avatar Nov 28 '22 08:11 ua-knight

@tulipan-it it still doesn't work for me with Vulkan. If the project was set up to use OpenGL then it works. Same config but with updated drivers: Windows 11, AMD Ryzen 4600H, GTX 1650 Ti v.526.98

nefrace avatar Nov 28 '22 08:11 nefrace

Found a workaround which really works. As said in this article, you need to add the environment variable to your system with the name DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1 with value of 1. After doing this all seems to work fine.

nefrace avatar Dec 09 '22 17:12 nefrace

Glad you found a solution. I guess my AMD Radeon integrated GPU got updated drivers, and solved it for me.

ua-knight avatar Dec 09 '22 18:12 ua-knight

Duplicate of https://github.com/godotengine/godot/issues/57708.

Calinou avatar Dec 09 '22 18:12 Calinou