Attepting to create my first Godot game

Godot Version



Hi I just created the project for my first Godot game. When I boot it up, I can see all the options and I begin searching around on different menus, but after a few seconds Godot freezes, goes somewhat white, and I am unable to do anything. I’m running Godot on Inspiron 15 3511. LMK if you need more details.

check the godot log file in appdata, what does it says?

This is what it says in the Godot log file:
Godot Engine v4.2.2.stable.mono.official.15073afe3 -
Vulkan API 1.3.215 - Forward Mobile - Using Vulkan Device #0: Intel - Intel(R) UHD Graphics

I recently installed this Vulcan API on my computer since that seemed like a useful step. Maybe that’s not necessary?

Here’s some information about my computer as well if needed:

Processor: Intel(R) Core™ i5-1035G1 CPU @ 1.00GHz 1.19 GHz
Installed RAM: 12.0 GB (11.8 GB usable)
System type: 64-bit operating system, x64-based processor

To clarify as well, Godot currently works in Mobile for me but not in Compatibility or Forward+. I would love for it to work in Forward+ if possible, but at least Compatibility, since I’m not super interested in making Mobile games. Thanks so much to anyone who helps!

Good news is you do not have to make mobile games on the mobile render target. You may run into more graphics issues, Intel UHDs are a tough target. Usually compitibility rendering is what you’d want there as the Intel UHD Vulkan implementation can be slower or incomplete.

Thanks for the reply!

That’s true it’s basically just will end up being lower graphics, which is not the end of the world since I’m just starting out. I was just wondering: can I use Forward+ or Compatibility on my computer? If not I’ll just chill with mobile but I was wondering if it was some kind of fixable technical/software issue.

Related, do you happen to know if my computer can run Vulkan? I’ve done some research but the GPU of my computer is integrated so it’s hard for a software novice like me to understand. And, if it can’t run vulcan, what should I use for compatibility rendering?

Update: Compatibility mode seems to be working now, strange. Forward+ still does not.

Tough to say, seems like it has some compatibility if Godot starts in mobile rendering. Intel has a graphics verison list at this link. Seems like you will be up to vulkan 1.2 even then implementation detaills differ from vendors and drivers. For example on nouveau is very strict in it’s OpenGL implementation, some functions or sequence of functions will work on nvidia, but result in different visuals, more errors or crashes in nouveau. So Intel needs to create a good Vulkan implementation.

OpenGL has been around longer and older laptops end up with great OpenGL support. Since the compatibility renderer uses OpenGL that’s a good pick for older laptops with better OpenGL than Vulkan.

Okay so I looked at your link, and my processor is Intel UHD Graphics (with no number after it), which should support Vulkan 1.2. Good to know thanks!

This makes me wonder if the issues I’m experiencing are instead with the CPU. My computer system type is listed below, and I’m not sure if that’s enought for the system requirements for Godot (here’s the link I’ve been looking at: System requirements — Godot Engine (stable) documentation in English). Is there any chance that could be the issue? Especially since the RAM, storage, and operating system all seem to be at a recommended level.

64-bit operating system, x64-based processor

Note: It’s also possible my issue isn’t related to system requirements, but in that case I have no idea what it could be.

I’m leaning towards Vulkan incompatibility, especially with compatibility mode working. the CPU would run slow but it should still run. You have a surprising amount of RAM and unused RAM.

Okay yeah I think that makes the most sense. I’ll just start with either Mobile or Compatibility for now and maybe Vulkan compatibility will work for Forward+ eventually. If you end up having any more ideas I’d love to know, but otherwise thanks for your help!