Godot Engine v4.3.stable.official.77dcf97d8 - https://godotengine.org
WARNING: Your video card drivers seem not to support the required OpenGL 3.3 version, switching to ANGLE.
at: DisplayServerWindows (platform/windows/display_server_windows.cpp:6055)
OpenGL API OpenGL ES 3.0.0 (ANGLE 2.1.1 git hash: 468fcbe033fa) - Compatibility - Using Device: Google Inc. (Intel) - ANGLE (Intel, Intel(R) HD Graphics 4000 (0x00000166) Direct3D11 vs_5_0 ps_5_0, D3D11-10.18.10.4252)
Editing project: C:/Users/qqqqqqqqqqqqqqqqqqqq/Documents/new-game-project
Godot Engine v4.3.stable.official.77dcf97d8 - https://godotengine.org
WARNING: Your video card drivers seem not to support Vulkan, switching to Direct3D 12.
at: DisplayServerWindows (platform/windows/display_server_windows.cpp:5985)
ERROR: D3D12CreateDevice failed with error 0x887a0004.
at: (drivers/d3d12/rendering_device_driver_d3d12.cpp:6302)
ERROR: Condition "err != OK" is true. Returning: ERR_CANT_CREATE
at: initialize (drivers/d3d12/rendering_device_driver_d3d12.cpp:6670)
ERROR: Failed to initialize driver for device.
at: (servers/rendering/rendering_device.cpp:5372)
================================================================
CrashHandlerException: Program crashed with signal 11
Engine version: Godot Engine v4.3.stable.official (77dcf97d82cbfe4e4615475fa52ca03da645dbd8)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] error(-1): no debug info in PE/COFF executable
[2] error(-1): no debug info in PE/COFF executable
[3] error(-1): no debug info in PE/COFF executable
[4] error(-1): no debug info in PE/COFF executable
[5] error(-1): no debug info in PE/COFF executable
[6] error(-1): no debug info in PE/COFF executable
[7] error(-1): no debug info in PE/COFF executable
[8] error(-1): no debug info in PE/COFF executable
[9] error(-1): no debug info in PE/COFF executable
[10] error(-1): no debug info in PE/COFF executable
[11] error(-1): no debug info in PE/COFF executable
[12] error(-1): no debug info in PE/COFF executable
[13] error(-1): no debug info in PE/COFF executable
[14] error(-1): no debug info in PE/COFF executable
[15] error(-1): no debug info in PE/COFF executable
[16] error(-1): no debug info in PE/COFF executable
[17] error(-1): no debug info in PE/COFF executable
[18] error(-1): no debug info in PE/COFF executable
[19] error(-1): no debug info in PE/COFF executable
[20] error(-1): no debug info in PE/COFF executable
[21] error(-1): no debug info in PE/COFF executable
[22] error(-1): no debug info in PE/COFF executable
-- END OF BACKTRACE --
================================================================
I just got this issue just a few days ago. During that time, I did do some changes on my computer group policies, and some settings related to driver installation (These changes does not refer to D3D12 or DirectX or anything, it’s just driver in general. They are for disable my laptop’s standard keyboard). However, I don’t have the ability to understand those changes I made, and now I’m suffering from the damage. I’m not good at English also. Please help me kind developers!
Somehow this issue doesn’t occur on my have created project (the latest project that I can access is 2 weeks ago). However, I can’t create new project with this problem.
This issue/Problem can be happen due to the mode (Compatibility, Mobile, Forward+), GPU, Direct support etc. when they are incorrectly Supporting each other or aren’t working fine with each others, their might having an error between sending and receiving and responding.
Please tell me your Project Mode, DirectX version & GPU. If they are compatible so their will be another problem but in this case please tell me these 3 things I mentioned so I will try to help you out why this Issue happening (Why crashed?).
Check your DirectX driver, GPU driver, etc. & get your PC/laptop an health checkup and update everything, this might also solve the problem as my understanding.
OpenGL API OpenGL ES 3.0.0 (ANGLE 2.1.1 git hash: 468fcbe033fa) - Compatibility - Using Device: Google Inc. (Intel) - ANGLE (Intel, Intel(R) HD Graphics 4000 (0x00000166) Direct3D11 vs_5_0 ps_5_0, D3D11-10.18.10.4252)
Their can be a problem in your GPU or Direct, well your one is a bit similar to mine:
(OpenGL 3.0, Intel HD Graphics 5500, DirectX 12)
DirectX 12, Intel(R) Core™ i5-3437U CPU @ 1.90GHz (4 CPUs), ~2.4GHz.
For the Project Mode, I don’t quiet catch what you mean. Sorry. I don’t know how to get that info. If you refer to the godot’s project mode, then it’s compatible.
Ok, so I will describe my problem in details: Godot can’t open my project due to some undefined behaviors. These resulted in changing my rendering options in my new projects. Causing godot cannot detect OpenGL API. This make godot using Vulkan instead, and after attempting to use Vulkan, my device doesnt support, it switch to D3D12 which my device also not support; therefore, it crash.
The Solution : You can only use the compatibility mode for the fix (I’m trying to figure out how to fix for the other mode, if I find anything helpful, I will update).
You go to your project folder, find the file name project.godot, and open it. Find:
- [application]: replace with config/features with this config/features=PackedStringArray(“4.3”, “GL Compatibility”)
-[rendering]: replace the content of it with this:
renderer/rendering_method=“gl_compatibility”
renderer/rendering_method.mobile=“gl_compatibility”
=> These changes will only succeed if your renderer mode is compatibility.
Wish you goodluck!
If you find the above instruction doesnt work, please copy this content into your project.godot (make sure to change the project’s name, read it carefully):
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="YOUR_PROJECT_NAME_HERE"
config/features=PackedStringArray("4.3", "GL Compatibility")
config/icon="res://icon.svg"
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"