According to this post, you can use the --gpu-index <index>
argument to specify a GPU index Godot should use. Only possible if it's using the Vulkan renderer.
Godot
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
Links
Other Communities
- !inat@programming.dev
- !play_my_game@programming.dev
- !destroy_my_game@programming.dev
- !voxel_dev@programming.dev
- !roguelikedev@programming.dev
- !game_design@programming.dev
- !gamedev@programming.dev
Rules
- Posts need to be in english
- Posts with explicit content must be tagged with nsfw
- We do not condone harassment inside the community as well as trolling or equivalent behaviour
- Do not post illegal materials or post things encouraging actions such as pirating games
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
Wormhole
Credits
- The icon is a modified version of the official godot engine logo (changing the colors to a gradient and black background)
- The banner is from Godot Design
Thanks for the link. I tried running that, but it seems to fail loading the noveau-driver (I have the proprietary Nvidia-drivers installed, as far as I know I don't have noveau installed). Does Godot in some way depend on using noveau, and can I install that alongside the proprietary drivers?
This is the output from running with index 0 (as you can see, I'm using a Flatpak build, if that would make a difference?). Index 1 did not use the Nvidia-card, but rather llmvpipe or something (I'm guessing CPU-emulated card?), and that was extremely slow.
Godot Engine v4.3.stable.flathub.77dcf97d8 - https://godotengine.org
glx: failed to create dri3 screen
failed to load driver: nouveau
OpenGL API 4.6 (Core Profile) Mesa 24.1.3 (git-0c49f54c76) - Compatibility - Using Device: Intel - Mesa Intel(R) Graphics (ADL GT2)
Editing project: /path/to/project
Godot Engine v4.3.stable.flathub.77dcf97d8 - https://godotengine.org
Vulkan 1.3.278 - Forward+ - Using Device #0: Intel - Intel(R) Graphics (ADL GT2)
The second block is after loading the project where it switches to Vulkan from OpenGL.
I'll try the on-demand thing mention in the same post tomorrow, I've yet to ever try running that instead of either dGPU completely on or off.
Are you sure you don't have the open source drivers? Try removing it. Also could you tell me which distro you're using?
Ok, so something I should have tried immediately is using something other than the Flatpak build. Downloading the executable straight from godotengine.org worked fine.
Would still be good if the Flatpak would work. Should maybe report this here?
Glad it worked. Though it seems like none of the flatpaks are official, so reporting it to the Godot devs mean nothing.
I thought I was sure, but I do have it installed it turns out:
$ lspci -k
01:00.0 3D controller: NVIDIA Corporation GA107M [GeForce RTX 3050 Ti Mobile] (rev a1)
Subsystem: Tongfang Hongkong Limited GA107M [GeForce RTX 3050 Ti Mobile]
Kernel driver in use: nvidia
Kernel modules: nvidiafb, nouveau, nvidia_drm, nvidia
Removing it would not cause me any trouble?
I'm on Tuxedo OS 3.