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Editor doesn't draw properly (one frame lag) on systems with Intel drivers (driver vendor bug) #23069
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Thanks for the report. I assume this is on Windows 10? Would it be possible to include the video you shared with me by email? It makes it easier to understand what's going on. |
Hi Remi:
Yes it is for Win10, I currently only have picture show below failure and not sure if Gary can help provide the failure video?
Also I am share latest Intel debug comment as below for your reference, not sure if any helpful for issue triage? Thanks.
Latest Case Comment :
The issue is not seen with Reported driver and Latest internal driver, when OpenGL32.dll is present with Godot_ V3.0.6-stable_win64.exe file.
Triage is in progress, to find out the dependency here.
*Bugsquad edit:* Removed signature and quote of previous emails.
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Hi Remi
Can you advised on the below
Many thanks!
Regards,
Gary Stewart
PG | IPS Senior Engineer
Dell | PG Quality & Continous Improvement
*Bugsquad edit:* Removed signature and quote of previous emails.
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Hi Remi
Here is the video – it opens into a webpage as it has come straight from the customer
I will record a separate video for you if it helps
http://mystuff.holmer.bucks.sch.uk/godot-dell.mp4
Regards,
Gary Stewart
PG | IPS Senior Engineer
Dell | PG Quality & Continous Improvement
*Bugsquad edit:* Removed signature and quote of previous emails.
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My best guess is that it's a bug in the OpenGL 3.3 support of the Intel drivers used for that hardware. We've never had any other user reporting this specific issue, so it's very likely hardware/driver specific. Godot 2.1.x works because it uses OpenGL 2.1, which might be better supported by your drivers. In our experience, Intel drivers for OpenGL 3+ on Windows 10 are iffy - we've had reports of users where Godot misbehaved on Intel/Windows 10 after a drivers update, so they had to roll back to a previous driver version. To debug further, you could try to run a development build of Godot 3.1 (e.g. from https://hugo.pro/projects/godot-builds/ - they are "unofficial" but provided by a trusted Godot developer). With this version you can run with the |
Hi Guys
Anything else on this one?
Any update is majorly appreciated
Many thanks!
Regards,
Gary Stewart
PG | IPS Senior Engineer
Dell | PG Quality & Continous Improvement
*Bugsquad edit:* Removed signature and quote of previous emails.
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*Bugsquad edit:* Duplicate of #23069 (comment) through email chain.
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Here's a video of the issue provided by Gary (zipped as GitHub doesn't allow attaching .mp4 files): godot-dell.zip |
The project manager (and the editor) work on a "low cpu mode", where the screen is only refreshed when something changes. From what you describe, the visible frame is 1 frame behind the latest one, so maybe it's an issue with the frame swapping? Have you tried one of the demos? (for example https://github.com/godotengine/godot-demo-projects/tree/master/2d/platformer ) I assume it'll be 1 frame behind but it won't be noticeable since it'll be constantly refreshing the screen |
I made this demo as a potential way to test @punto-'s hypothesis: Test Frame Swapping.zip You should be able to unzip it, import in the Godot 3.0.6 project manager and run it. Then there is a checkbox to toggle the "low processor usage" mode, and an input field where you can check if you can reproduce the text input lag shown in the video. |
I'm actually wrong here as we recently had another report of such issue with Intel Graphics HD 515 (Driver 10/1/2018, 25.20.100.6326) on a Surface Pro 4 (#23228). And this issue is actually a duplicate of #15953 which was closed as being caused by a regression in Intel drivers (21.x are said to work fine, while 24/25 are broken). Yet let's keep this issue open as we're doing some progress in the diagnostic nevertheless, and it being reported by Dell support guys means that we can hopefully have access to Intel drivers engineer to help figure out the regression in their drivers. #15953 mentions that running Godot with the |
I am also experiencing this. Collected using Windows System Information utility: System Summary
Components > Display
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@akien-mga said:
I can understand your skepticism and/or perplexion, but I have just confirmed this as a viable workaround. Made the application usable for me! |
A fix from Intel should be included in the 25.20.100 series, which will likely reach most users in production towards mid/late-March. If there are Dell users around who can reproduce the issue, you can try the driver update which is already available: https://www.dell.com/support/home/us/en/04/drivers/driversdetails?driverId=2xgkg&lwp=rt It would be great if you can then confirm that it fixes the issue. |
https://godotengine.org/qa/39060/strange-ui-bug-on-laptop |
I had this issue as well and what (confusingly) fixed it for me was activating the update spinner. This can be done in Editor -> Editor Settings -> Interface -> Editor -> Show Update Spinner. I am running windows 10 and I had this issue on all recent Godot versions (stable and beta). I tried this fix on beta 3.2beta5. It probably works now because it updates the spinner, whenever I press anything and thereby advances another frame, making my inputs work right away. |
I'm still experiencing this kind of bug in 3.2.2 on Arch with both xf86-video-intel and modesetting driver, independent of compositor, window manager, and desktop environment. It only happens while running the game. It takes up to 10 seconds until the editor responds to any input, which makes it completely unusable. Especially debugging is just not possible with this bug. It seems to be strongly related to ingame performance. As long as the game runs above 60 FPS the editor has about 1 second input lag. If it drops below it's the mentioned ~10s. Not sure if it's related, but I also experience heavy performance degredations when using post processing shaders (using System info:
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@mphe This appears to be an unrelated issue. Please open a new issue (but make sure this doesn't happen with any other games or 3D applications first). |
Thank you! Had this issue on my surface 4, this solved the issue. |
Godot version:
v3.0.6 can duplicate issue
v2.1.5 cannot duplicate issue
OS/device including version:
With Intel Coffee lake-H platform + Intel GFX driver 24.20.100.6170
Issue description:
The application will start to open but not progress into the full dashboard unless you click on the task bar or any other open process. It is like the application is halting slightly due to the driver.
Once you click on the taskbar the application will fully open and run.
Additionally for you to use the application in full you have to click the taskbar or any other open window to make GoDOT react.
Steps to reproduce:
The application will start to open but not progress into the full dashboard unless you click on the task bar or any other open process. It is like the application is halting slightly due to the driver.
Once you click on the taskbar the application will fully open and run.
Additionally for you to use the application in full you have to click the taskbar or any other open window to make GoDOT react.
Minimal reproduction project:
Dell Latitude 5590
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