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The recommendation is now to leave `d3d12` to its default `yes` value, which means installing Direct3D 12 dependencies is considered required by default. You can still skip the dependencies by compiling with `d3d12=no`, which matches the behavior of self-compiled builds prior to Godot 4.6. This also removes an outdated FAQ question, since a lot of time has passed since that question was written (Godot only had Vulkan and OpenGL support back then).
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.. _doc_troubleshooting:
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Troubleshooting
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===============
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This page lists common issues encountered when using Godot and possible solutions.
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.. seealso::
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See :ref:`doc_using_the_web_editor` for caveats specific to the Web version
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of the Godot editor.
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The editor runs slowly and uses all my CPU and GPU resources, making my computer noisy
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--------------------------------------------------------------------------------------
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This is a known issue, especially on macOS since most Macs have Retina displays.
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Due to Retina displays' higher pixel density, everything has to be rendered at a
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higher resolution. This increases the load on the GPU and decreases perceived
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performance.
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There are several ways to improve performance and battery life:
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- In 3D, click the **Perspective** button in the top left corner and enable
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**Half Resolution**. The 3D viewport will now be rendered at half resolution,
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which can be up to 4 times faster.
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- Open the Editor Settings and increase the value of **Low Processor Mode Sleep (µsec)**
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to ``33000`` (30 FPS). This value determines the amount of *microseconds*
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between frames to render. Higher values will make the editor feel less reactive,
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but will help decrease CPU and GPU usage significantly.
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- If you have a node that causes the editor to redraw continuously (such as
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particles), hide it and show it using a script in the ``_ready()`` method.
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This way, it will be hidden in the editor, but will still be visible in the
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running project.
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The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync)
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--------------------------------------------------------------------------------------
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This is a `known issue <https://github.com/godotengine/godot/issues/38219>`__.
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Variable refresh rate monitors need to adjust their gamma curves continuously to
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emit a consistent amount of light over time. This can cause flicker to appear in
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dark areas of the image when the refresh rate varies a lot, which occurs as
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the Godot editor only redraws when necessary.
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There are several workarounds for this:
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- Enable **Interface > Editor > Update Continuously** in the Editor Settings. Keep in mind
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this will increase power usage and heat/noise emissions since the editor will
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now be rendering constantly, even if nothing has changed on screen. To
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alleviate this, you can increase **Low Processor Mode Sleep (µsec)** to
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``33000`` (30 FPS) in the Editor Settings. This value determines the amount of
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*microseconds* between frames to render. Higher values will make the editor
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feel less reactive, but will help decrease CPU and GPU usage significantly.
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- Alternatively, disable variable refresh rate on your monitor or in the graphics driver.
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- VRR flicker can be reduced on some displays using the **VRR Control** or
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**Fine Tune Dark Areas** options in your monitor's OSD. These options may
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increase input lag or result in crushed blacks.
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- If using an OLED display, use the **Black (OLED)** editor theme preset in the
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Editor Settings. This hides VRR flicker thanks to OLED's perfect black levels.
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The editor or project takes a very long time to start
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-----------------------------------------------------
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When using one of the RenderingDevice-based renderers (Forward+ or Mobile), the first
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startup is expected to be relatively long. This is because shaders
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need to be compiled before they can be cached. Shaders also need to be cached
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again after updating Godot, after updating graphics drivers or after switching
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graphics cards.
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If the issue persists after the first startup, this is a
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`known bug <https://github.com/godotengine/godot/issues/20566>`__ on
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Windows when you have specific USB peripherals connected. In particular,
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Corsair's iCUE software seems to cause this bug. Try updating your USB
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peripherals' drivers to their latest version. If the bug persists, you need to
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disconnect the specific peripheral before opening the editor. You can then
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connect the peripheral again.
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Firewall software such as Portmaster may also cause the debug port to be
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blocked. This causes the project to take a long time to start, while being
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unable to use debugging features in the editor (such as viewing ``print()``
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output). You can work this around by changing the debug port used by the project
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in the Editor Settings (**Network > Debug > Remote Port**). The default is
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``6007``; try another value that is greater than ``1024``, such as ``7007``.
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On Windows, when loading the project for the first time after the PC is turned on,
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Windows Defender will cause the filesystem cache validation on project startup
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to take significantly longer. This is especially noticeable in projects with a
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large number of files. Consinder adding the project folder to the list of exclusions
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by going to Virus & threat protection > Virus & threat protection settings >
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Add or remove exclusions.
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The Godot editor appears frozen after clicking the system console
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-----------------------------------------------------------------
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When running Godot on Windows with the system console enabled, you can
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accidentally enable *selection mode* by clicking inside the command window. This
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Windows-specific behavior pauses the application to let you select text inside
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the system console. Godot cannot override this system-specific behavior.
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To solve this, select the system console window and press Enter to leave
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selection mode.
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The Godot editor's macOS dock icon gets duplicated every time it is manually moved
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----------------------------------------------------------------------------------
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If you open the Godot editor and manually change the position of the dock icon,
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then restart the editor, you will get a duplicate dock icon all the way to the
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right of the dock.
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This is due to a design limitation of the macOS dock. The only known way to
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resolve this would be to merge the project manager and editor into a single
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process, which means the project manager would no longer spawn a separate
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process when starting the editor. While using a single process instance would
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bring several benefits, it isn't planned to be done in the near future due to
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the complexity of the task.
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To avoid this issue, keep the Godot editor's dock icon at its default location
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as created by macOS.
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Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window
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-------------------------------------------------------------------------------------------------
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This is caused by the NVIDIA graphics driver injecting an overlay to display information.
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To disable this overlay on Windows, restore your graphics driver settings to the
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default values in the NVIDIA Control Panel.
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To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen 0 >
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OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**.
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A microphone or "refresh" icon appears in the bottom-right corner of the Project Manager and editor window
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----------------------------------------------------------------------------------------------------------
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This is caused by the NVIDIA graphics driver injecting an overlay to display
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instant replay information on ShadowPlay recording. This overlay can only be
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seen on Windows, as Linux does not have support for ShadowPlay.
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To disable this overlay, press :kbd:`Alt + Z` (default shortcut for the NVIDIA overlay)
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and disable **Settings > HUD Layout > Status Indicator** in the NVIDIA overlay.
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Alternatively, you can install the `new NVIDIA app
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<https://www.nvidia.com/en-us/software/nvidia-app/>` which replaces GeForce
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Experience and does not suffer from this issue. Unlike GeForce Experience, the
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NVIDIA app draws the replay indicator in the corner of the screen as opposed to
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the corner of each window.
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The editor or project appears overly sharp or blurry
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----------------------------------------------------
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.. figure:: img/troubleshooting_graphics_driver_sharpening.webp
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:align: center
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:alt: Correct appearance (left), oversharpened appearance due to graphics driver sharpening (right)
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Correct appearance (left), oversharpened appearance due to graphics driver sharpening (right)
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If the editor or project appears overly sharp, this is likely due to image
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sharpening being forced on all Vulkan or OpenGL applications by your graphics
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driver. You can disable this behavior in the graphics driver's control panel:
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- **NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control Panel**.
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Open the **Manage 3D settings** tab on the left. In the list in the middle,
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scroll to **Image Sharpening** and set it to **Sharpening Off**.
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- **AMD (Windows):** Open the start menu and choose **AMD Software**. Click the
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settings "cog" icon in the top-right corner. Go to the **Graphics** tab then
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disable **Radeon Image Sharpening**.
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If the editor or project appears overly blurry, this is likely due to
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:abbr:`FXAA (Fast Approximate AntiAliasing)` being forced on all Vulkan or
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OpenGL applications by your graphics driver.
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- **NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control Panel**.
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Open the **Manage 3D settings** tab on the left. In the list in the middle,
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scroll to **Fast Approximate Antialiasing** and set it to **Application
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Controlled**.
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- **NVIDIA (Linux):** Open the applications menu and choose **NVIDIA X Server
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Settings**. Select to **Antialiasing Settings** on the left, then uncheck
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**Enable FXAA**.
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- **AMD (Windows):** Open the start menu and choose **AMD Software**. Click the
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settings "cog" icon in the top-right corner. Go to the **Graphics** tab,
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scroll to the bottom and click **Advanced** to unfold its settings. Disable
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**Morphological Antialiasing**.
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Third-party vendor-independent utilities such as vkBasalt may also force
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sharpening or FXAA on all Vulkan applications. You may want to check their
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configuration as well.
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After changing options in the graphics driver or third-party utilities, restart
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Godot to make the changes effective.
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If you still wish to force sharpening or FXAA on other applications, it's
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recommended to do so on a per-application basis using the application profiles
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system provided by graphics drivers' control panels.
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The editor or project appears to have washed out colors
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-------------------------------------------------------
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On Windows, this is usually caused by incorrect OS or monitor settings, as Godot
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currently does not support :abbr:`HDR (High Dynamic Range)` *output*
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(even though it may internally render in HDR).
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As `most displays are not designed to display SDR content in HDR mode <https://tftcentral.co.uk/articles/heres-why-you-should-only-enable-hdr-mode-on-your-pc-when-you-are-viewing-hdr-content>`__,
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it is recommended to disable HDR in the Windows settings when not running applications
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that use HDR output. On Windows 11, this can be done by pressing
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:kbd:`Windows + Alt + B` (this shortcut is part of the Xbox Game Bar app).
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To toggle HDR automatically based on applications currently running, you can use
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`AutoActions <https://github.com/Codectory/AutoActions>`__.
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If you insist on leaving HDR enabled, it is possible to somewhat improve the
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result by ensuring the display is configured to use :abbr:`HGIG (HDR Gaming Interest Group)`
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tonemapping (as opposed to :abbr:`DTM (Dynamic Tone Mapping)`), then
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`using the Windows HDR calibration app <https://support.microsoft.com/en-us/windows/calibrate-your-hdr-display-using-the-windows-hdr-calibration-app-f30f4809-3369-43e4-9b02-9eabebd23f19>`__.
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It is also strongly recommended to use Windows 11 instead of Windows 10 when using HDR.
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The end result will still likely be inferior to disabling HDR on the display, though.
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.. UPDATE: Planned feature. When HDR output is implemented, remove or update
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.. this paragraph.
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Support for HDR *output* is planned in a future release.
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The editor/project freezes or displays glitched visuals after resuming the PC from suspend
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------------------------------------------------------------------------------------------
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This is a known issue on Linux with NVIDIA graphics when using the proprietary
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driver. There is no definitive fix yet, as suspend on Linux + NVIDIA is often
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buggy when OpenGL or Vulkan is involved. The Compatibility rendering method
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(which uses OpenGL) is generally less prone to suspend-related issues compared
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to the Forward+ and Mobile renderers (which use Vulkan).
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The NVIDIA driver offers an *experimental*
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`option to preserve video memory after suspend <https://wiki.archlinux.org/title/NVIDIA/Tips_and_tricks#Preserve_video_memory_after_suspend>`__
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which may resolve this issue. This option has been reported to work better with
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more recent NVIDIA driver versions.
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To avoid losing work, save scenes in the editor before putting the PC to sleep.
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The project works when run from the editor, but fails to load some files when running from an exported copy
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-----------------------------------------------------------------------------------------------------------
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This is usually caused by forgetting to specify a filter for non-resource files
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in the Export dialog. By default, Godot will only include actual *resources*
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into the PCK file. Some files commonly used, such as JSON files, are not
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considered resources. For example, if you load ``test.json`` in the exported
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project, you need to specify ``*.json`` in the non-resource export filter. See
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:ref:`doc_exporting_projects_export_mode` for more information.
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Also, note that files and folders whose names begin with a period will never be
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included in the exported project. This is done to prevent version control
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folders like ``.git`` from being included in the exported PCK file.
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On Windows, this can also be due to :ref:`case sensitivity
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<doc_project_organization_case_sensitivity>` issues. If you reference a resource
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in your script with a different case than on the filesystem, loading will fail
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once you export the project. This is because the virtual PCK filesystem is
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case-sensitive, while Windows's filesystem is case-insensitive by default.
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The project crashes frequently or instantly after opening it from the project manager
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-------------------------------------------------------------------------------------
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This could be caused by a number of things such as an editor plugin, GDExtension
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addon, or something else. In this scenario it's recommended that you open the
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project in recovery mode, and attempt to find and fix whatever is causing the
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crashes. See the :ref:`Project Manager page <doc_project_manager>` for more
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information.
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