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[RC2] Godot 4 is stopped when compatibility render is used in secondary Monitor #73434
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Are you using a laptop with hybrid graphics, or is this a desktop machine? |
Also, is the secondary monitor connected directly to your computer, or are you using a dock? |
Laptop With Hybrid graphics |
I have 2 secondary monitors, connected directly to my computer, and is the same for each monitor. but this only happens when i use compatibility mode, mobile and foward works fine |
The difference between gl_compatibility mode and Mobile/Forward+ is that with Mobile/Forward+ Godot gets to choose what GPU to use while with the gl_compatibility mode Godot just gets whatever GPU it is given. For some reason your GPU drivers are assigning the wrong GPU when using the secondary monitors. Have you tried updating the GPU drivers for both your integrated GPU and your dedicated GPU? If that doesn't work, can you also try forcing your computer to run Godot using the dedicated GPU? |
I updated both drivers, and configure the NVidia Control panel For run Godot With the Dedicated Graphics Card, but happens the same. |
Godot version
4.0 rc2 (Compatibility Render)
System information
Windows 10, RTX 2060 (526.98), i7 10th, Laptop
Laptop with hybrid graphics
Issue description
The issue happens when I use a secondary monitor and compatibility Render is used, others renders works fine in secondary monitor, in the main monitor all renders works fine.
when I push the button for new project at the project list then Godot is stopped.
the same behavior happens when I run the game.
note: the same thing happens in the 3.5.x editor, with OpenGL 2 and 3, but I don't know if I need to open a new issue for this
Steps to reproduce
At Project List
Inside Game Editor
Minimal reproduction project
compatility issue.zip
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