Godot stopped recognising dedicated Nvidia GPU after driver update

Godot Version

4.6.1 (also tested 4.6)

Question

Godot stopped recognising dedicated Nvidia GPU after driver update. I’m not sure what to do about it. Should I report it on GitHub? Should I just wait for the next driver update and hope it fixes it?

Any advice, anyone? Thanks!

The output when launching Godot: (Edit: Actually this output is the same even when the GPU is detected by Godot, this output is just the project manager I guess)

Godot Engine v4.6.1.stable.official.14d19694e - https://godotengine.org
pci id for fd 11: 10de:25ac, driver (null)
pci id for fd 12: 10de:25ac, driver (null)
pci id for fd 13: 10de:25ac, driver (null)
glx: failed to create dri3 screen
failed to load driver: nvidia-drm
OpenGL API 4.6 (Core Profile) Mesa 25.2.8-0ubuntu0.24.04.1 - Compatibility - Using Device: AMD - AMD Radeon 660M (radeonsi, rembrandt, LLVM 20.1.2, DRM 3.64, 6.17.0-14-generic)

System info:

System:
Kernel: 6.17.0-14-generic arch: x86_64 bits: 64 compiler: gcc v: 13.3.0 clocksource: tsc
Desktop: Cinnamon v: 6.6.7 tk: GTK v: 3.24.41 wm: Muffin v: 6.6.3 vt: 7 dm: LightDM v: 1.30.0
Distro: Linux Mint 22.3 Zena base: Ubuntu 24.04 noble
Machine:
Type: Laptop System: Acer product: Nitro ANV15-41 v: V1.18 serial: Chassis:
type: 10 serial:
Mobo: RB model: Sportage_RBH v: V1.18 serial: part-nu: 0000000000000000
uuid: UEFI: INSYDE v: 1.18 date: 07/02/2025
CPU:
Info: 6-core model: AMD Ryzen 5 7535HS with Radeon Graphics bits: 64 type: MT MCP smt: enabled
arch: Zen 3+ rev: 1 cache: L1: 384 KiB L2: 3 MiB L3: 16 MiB
Speed (MHz): avg: 1324 high: 1397 min/max: 416/3301 boost: disabled cores: 1: 1110 2: 1395
3: 1397 4: 1397 5: 1397 6: 1396 7: 1110 8: 1387 9: 1397 10: 1396 11: 1110 12: 1397
bogomips: 79047
Flags: avx avx2 ht lm nx pae sse sse2 sse3 sse4_1 sse4_2 sse4a ssse3 svm
Graphics:
Device-1: NVIDIA GN20-P0-R-K2 [GeForce RTX 3050 6GB Laptop GPU] vendor: Acer Incorporated ALI
driver: nvidia v: 590.48.01 arch: Ampere pcie: speed: 16 GT/s lanes: 8 ports: active: none
empty: HDMI-A-1 bus-ID: 01:00.0 chip-ID: 10de:25ac class-ID: 0300
Device-2: AMD Rembrandt [Radeon 680M] vendor: Acer Incorporated ALI driver: amdgpu v: kernel
arch: RDNA-2 pcie: speed: 16 GT/s lanes: 16 ports: active: eDP-1 empty: DP-1, DP-2, DP-3, DP-4,
DP-5, HDMI-A-2, Writeback-1 bus-ID: 74:00.0 chip-ID: 1002:1681 class-ID: 0300 temp: 38.0 C
Device-3: Quanta ACER HD User Facing driver: uvcvideo type: USB rev: 2.0 speed: 480 Mb/s
lanes: 1 bus-ID: 5-1:2 chip-ID: 0408:4053 class-ID: fe01 serial:
Display: x11 server: X.Org v: 21.1.11 with: Xwayland v: 23.2.6 driver: X: loaded: amdgpu,nvidia
unloaded: fbdev,modesetting,nouveau,vesa dri: radeonsi gpu: amdgpu display-ID: :0 screens: 1
Screen-1: 0 s-res: 1920x1080 s-dpi: 98 s-size: 499x280mm (19.65x11.02") s-diag: 572mm (22.53")
Monitor-1: eDP-1 mapped: eDP model: BOE Display 0x0d39 res: 1920x1080 dpi: 142
size: 344x194mm (13.54x7.64") diag: 395mm (15.5") modes: max: 1920x1080 min: 640x480
API: EGL v: 1.5 platforms: gbm: drv: kms_swrast
API: OpenGL v: 4.5 compat-v: 4.6 vendor: amd mesa v: 25.2.8-0ubuntu0.24.04.1 glx-v: 1.4
direct-render: yes renderer: AMD Radeon 660M (radeonsi rembrandt LLVM 20.1.2 DRM 3.64
6.17.0-14-generic) device-ID: 1002:1681
API: Vulkan v: 1.3.275 layers: 12 surfaces: xcb,xlib device: 0 type: integrated-gpu driver: N/A
device-ID: 1002:1681 device: 1 type: cpu driver: N/A device-ID: 10005:0000

  1. You should report it to NVidia. Godot has no control over driver problems. NVidia has to fix them. This happens every 6 months or so and they eventually resolve the problem.
  2. If you are on Windows and you started your project before 4.6 was released, your default rendering driver is Vulkan. Go into the project settings, and change the Windows Rendering Driver to D3D12. This may fix it.
  3. If not on Windows, you can try playing with your OS driver, or you can roll back your NVidia drivers until they fix the issue.
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Thanks! Yeah I figured the Godot people might not be able to do anything. I’m on linux, I use vulkan.

I reverted to older drivers for now. Actually the output in the op is the same even when everything works, I just never noticed it. It’s just the project manager running in opengl I guess..

I can force the project manager to detect the nvidia gpu using launch arguments, but the launch arguments don’t seem to affect the project itself? So with the new drivers I don’t know how to try to force the project to launch using the dedicated gpu.

__NV_PRIME_RENDER_OFFLOAD=1
__GLX_VENDOR_LIBRARY_NAME=nvidia
__VK_LAYER_NV_optimus=NVIDIA_only

Do you know if that’s the case, and if so, how can I start the project itself with launch arguments?

I do not know. I believe @tibaverus runs on Linux and might have some ideas.

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Unfortunately I run Kubuntu 24.04, with X11, so I’m very much outdated in that regard. Sometimes I miss newer features but stability is something I need a lot more.

Also I switched to AMD somewhat recently specifically to avoid Nvidia headaches.

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Just leaving this here in case someone else has a similar issue: You can try to tell godot which gpu to use with the launch argument –gpu-index 0 (0 should be the number of the gpu you want to use).

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