Open thomasdorone opened 2 years ago
Do you have the same issue with earlier 4.0 betas?
Can you enable Show Update Spinner in the editor settings and see if the spinner in the top-right corner spins continuously? This should not occur in a project where nothing is moving.
Also, if you cannot reproduce this in 4.0.beta3:
If you can compile the engine from source, you could look into bisecting the regression to greatly speed up troubleshooting.
The update spinner doesn't spin when nothing is moving. Also it is pretty much the same with the beta3. It seems though that with beta1 it isn't as bad, but still it doesn't have this "lightweight" feeling that the stable version has. Also I forgot to mention it occurs with the mono version.
@thomasdorone: Stable version is OpenGL, beta is Vulkan. Maybe your graphics drivers are bad for Vulkan?
I don't know, but even if so, I don't think my computer should start struggling on a completely empty project.
@Calinou : Currently i switched all of the project's rendering method to "gl_compatibility", this way my mac doesn't sweat after 2 minutes. But there must be some other way... it doesn't seem right that my mac works at full power on an empty project
I got same feeling or issue when using beta4, the editor will be lagy after some time, don't know what cause this issue I'm using a intelGPU macbookpro
@snougo This is about heating up, not lag. I get lag in beta4 too, but without heating up
I have the same issue on a MacBook Pro (13-inch 2019, 2.4 GHz Intel Core i5, 16 GB RAM, Iris Plus Graphics 655 1536MB), running macOS 12.8 (Monterey).
Using beta4, as soon as I create an empty project (Forward+ or Mobile renderer, does not matter), the laptop gets incredibly hot within minutes.
There could be something new in macOS 13 contributing to this as well. I've been using 4.0.beta4 for a while now on macOS 12.6.1. The Godot editor started up quickly and I got a steady 120 fps framerate when running the project.
Today I upgraded to macOS 13.0.1 and now there's a couple of seconds spinning beachball-cursor both when opening the Godot editor and if I run a forward_plus project. If I use the mobile renderer the project is still fast to start. But regardless of renderer I now get just 60 fps in the same project, on the same hardware and Godot build.
Sorry, the framerate change actually seem to be a different issue. Turns out VSync was turned on in the project settings. I had assumed it was off since on macOS 12 it for some reason ran at 120fps on the same 60Hz monitor even though VSync was on? But now it's apparently correctly capping the framerate at 60fps on macOS 13.
Sorry, the framerate change actually seem to be a different issue. Turns out VSync was turned on in the project settings. I had assumed it was off since on macOS 12 it for some reason ran at 120fps on the same 60Hz monitor even though VSync was on? But now it's apparently correctly capping the framerate at 60fps on macOS 13.
See https://github.com/godotengine/godot/issues/64475. V-Sync limiting FPS to double the monitor refresh rate is a bug in macOS versions prior to 13.0.
Still the same in beta 5
Still the same in beta 6.
I'm using a macbook pro, and it's on Mac OSX 12.6. RAM: 16GB CPU: 2 GHz Quad-Core Intel Core i5 Graphics Card: Intel Iris Plus Graphics 1536 MB
Additionally, I don't know if anyone else is having these issues, but everything else on my laptop slows down as well. I use Firefox as to watch youtube and twitch streams while I work, and if I have Godot open, the video streams freeze and the sound jitters. Switching between windows also gets slower.
In general my laptop also freezes very often, almost every 30 seconds it hangs for 2-15 seconds if I'm not on Godot. While focusing on Godot, there isn't as much hanging.
In Activity Monitor, Godot doesn't use more than 10% CPU and usually it stays around 2%. In terms of memory, Godot uses about 1GB, and I usually have an additional 6GB free.
I tried to build and run a profilier on the editor but I got these error when I tried to open the build through command line:
ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
vkCreateInstance: Found drivers that contain devices which support the portability subset, but the portability enumeration bit was not set!. Applications that wish to enumerate portability drivers must set the VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR bit in the VkInstanceCreateInfo flags andenable the VK_KHR_portability_enumeration instance extension.
Objects - 1
Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 140317496258560
at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:159)
ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
vkCreateInstance: Found no drivers!
Objects - 1
Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 140317496258560
at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:159)
ERROR: Cannot find a compatible Vulkan installable client driver (ICD).
vkCreateInstance Failure
at: _create_instance (drivers/vulkan/vulkan_context.cpp:710)
ERROR: Could not initialize Vulkan
at: DisplayServerOSX (platform/osx/display_server_osx.mm:3236)
If anyone helps me figure out how I can fix this, lmk so I can profile this.
I used this command to build, let me know if it's incorrect:
scons platform=osx target=editor dev_build=yes use_lto=yes
(This is probably worth another issue, but the latest documentation pages linked by above by Calinou do not reflect the new buildsystem options, so I had to spend some time looking for the PR that updated them).
I can't reproduce this issue. I tried both with beta 6 and with latest from yesterday. In testing I had the update spinner showing and I tried both with and without constant movement to keep the update spinner spinning. I also tried disabling vsync and it had no impact. In all cases the temperature of the laptop did not rise and it did not appear to be working hard
MacOS 12.6.1 MacBook Pro Early 2015, 2.7 GHz dual core i5, 8 gb ram, intel iris 6100 graphics
Running v4.1.1.stable.mono on Ventura causes my Macbook Air fans to go crazy after a couple of minutes, after opening a project with a single c# node in it. Activity monitor doesn’t show anything much though. Im new to Godot, so please do point me in the right direction if there is anything more I could do to help debugging this. As a start I’ll try the latest version.
Activity monitor doesn’t show anything much though.
Try enabling Show Update Spinner in the Editor Settings, and look at the top-right corner of the editor. If the spinner is rotating continuously, then something is forcing the editor to redraw every frame, causing increased CPU/GPU utilization. This is usually caused by active AnimationPlayers, shaders using TIME
, etc.
Hi, I enabled the spinner and it is not rotating. This also happens when the app is minimised.
I made a new project with the renderer set as compatibility and its seems to be better (except I see this on the command line): godot % Godot Engine v4.1.1.stable.custom_build.bd6af8e0e - https://godotengine.org OpenGL API 4.1 INTEL-20.6.4 - Compatibility - Using Device: Intel Inc. - Intel(R) UHD Graphics 617
ERROR: Condition "!texture_allocs_cache.has(p_id)" is true. at: texture_free_data (drivers/gles3/storage/utilities.h:111) ERROR: Cubemap Arrays are not supported in the GL Compatibility backend. at: texture_2d_layered_initialize (drivers/gles3/storage/texture_storage.cpp:763) ERROR: Attempting to use an uninitialized RID at: get_or_null (./core/templates/rid_owner.h:199) ERROR: Condition "!t" is true. at: texture_free (drivers/gles3/storage/texture_storage.cpp:705) WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported. at: _editor_init (modules/gltf/register_types.cpp:73)
I have built the engine from source, and have been poking around with the Xcode Instruments, but have not found anything much yet.
I have the same problem with a macbook pro 2019 with Ventura using godot 4.1.1
Remember that the last Intel Macs are about 4 years old by now, and haven't aged very well from a performance standpoint compared to their Apple Silicon counterparts. (Intel was also in their dark times of pre-12th gen CPUs when Apple made their last Intel models.)
Intel MacBook thermals that were already problematic on release day may also have become worse due to their thermal paste drying over time. You should check with other demanding applications (such as modern 3D games) to see if you encounter similar issues.
You can also try running the Godot editor with the --audio-driver Dummy
command line argument, which will reduce CPU usage a bit and allow the Mac to sleep as there won't be an audio server running in the background even when no audio is playing. This will prevent audio playback from working though.
Godot 4.1.1 Universal Macbook Pro 13-Inch, 2019, Four Thunderbot 3 ports (2.45 Ghz Quad-core Intel Core i5, Intel Iris Plus Graphis 655 1536MB, 8GB ram), running Ventura 13.5.2. This machine will be supported with MacOS14, so the 'lifespan' is likely another year or more.
The issue starts on the Project Management screen for me! As soon as I open it!
Between coreaudiod and WindowsServer using somewhere between 10%-40% of the CPU cycles.
@Calinou Regarding that workaround, you need to extend it to include the project as when opening a project, opens another instance of Godot? But the issue is present for me even on the Project Manage screen.
In saying that, during development, you can go in to the Project and set the Audio driver to "Dummy" as soon as I do that WindowServer then runs about 10-15%.
Just realised most of the above is in this issue: #38154, and is/was in the 4.0 milestone?
I can't recall where, and it might be placebo, but then changing the Editor -> Editor Settings.. Interface->Editor-> Low Processor Mode Sleep (usec) to 27600 (defaults to 6900), Window Server seems to user much less CPU.
This is my first posting of an issue on Github, and just speculation.. I'm wondering if maybe the editor is running at an uncapped, or very high fps and that's maybe causing the high WindowServer issue?
Edit: tried the spinner setting in both 3.5.2 and 4, in the editor, it was NOT continually spinning, it only moved when I clicked on something.
Also, I did test running 3.5.2 and the overheating issues is not present.
Remember that the last Intel Macs are about 4 years old by now, and haven't aged very well from a performance standpoint compared to their Apple Silicon counterparts. (Intel was also in their dark times of pre-12th gen CPUs when Apple made their last Intel models.)
Intel MacBook thermals that were already problematic on release day may also have become worse due to their thermal paste drying over time. You should check with other demanding applications (such as modern 3D games) to see if you encounter similar issues.
With other programs like unity3d or blender I don't have this problem. I mean yes, the mac becomes a bit hot but after an hour or so of usage. With Godot 4.1.1 it goes from 55° to 90° as soon as I open it and goes down as soon as I close it.
The temperature doesn't go down even if I minimize it or even close the lid
You can also try running the Godot editor with the
--audio-driver Dummy
command line argument, which will reduce CPU usage a bit and allow the Mac to sleep as there won't be an audio server running in the background even when no audio is playing. This will prevent audio playback from working though.
I will try today what has been proposed and let you know. Meanwhile I can try some other test if you have some clue of how I can catch what's causing this
I'm not sure if it's better to edit or add a new comment for an update, forgive me if I'm wrong :)
I've set the audio driver to dummy and also changed the low usage sleep value with no luck.
But I also enabled the update spinner and it is always going on, even in an empty new project. I guess this is the cause of the heat up, let me know if I can do something to understand why it's happening!
If I use Vulkan API 1.2.261 - Forward Mobile - Using Vulkan Device #0: Intel - Intel(R) UHD Graphics 617 my fans go crazy even after I minimise and suspend the process. This is with the audio driver set to Dummy.
Another project using: OpenGL API 4.1 INTEL-20.6.4 - Compatibility - Using Device: Intel Inc. - Intel(R) UHD Graphics 617 is fine.
This laptop has been running Unity/Xcode/Visual Studio quite happily.
I attached ktrace to the process and could not see anything much- particularly after I suspended the process :-)
I'll take a look at what Godot does when it initialises the Vulcan API.
I just put Godot 4.1.1 stable mono on my old 12inch 2017 MacBook (1.2 GHz Intel with Intel HD Graphics 615) running Monterey (12.6.5) and it seems to be happy with a mobile/vulkan project.
However vkcube on my newer Ventura 13.5.2 MacBook immediately starts heating the CPUs.
Additional testing similar to @HarrisonFor . Temperature shoots up if the Renderer is set to Forward+ or Mobile. If it is set to Compatibility, temperature is as 'normal'. If I can provide any additional information, please let me know.
Additional testing similar to @HarrisonFor . Temperature shoots up if the Renderer is set to Forward+ or Mobile. If it is set to Compatibility, temperature is as 'normal'. If I can provide any additional information, please let me know.
Just to add another voice, I also tried and I confirm the heat up does not happen in compability mode!
If it doesn't heat up in compatibility mode (which doesn't have Vulkan AFAIK), and if vkcube
does cause heat issues as well, maybe this is a macOS-specific Vulkan issue.
This is my first posting of an issue on Github, and just speculation.. I'm wondering if maybe the editor is running at an uncapped, or very high fps and that's maybe causing the high WindowServer issue?
Editor FPS is capped by V-Sync, but also a 145 FPS cap if your monitor refresh rate happens to be greater than 144 Hz or if V-Sync is disabled in the project settings (it also affects the editor on that project). This is configured by Low Processor Mode Sleep Usec in the Editor Settings, with a value in microseconds per frame to wait between frames.
If you wish to decrease resource usage, increase this value to 33333
(= 30 FPS) then restart the editor, but this will make the editor feel less smooth.
I think I also have this issue on my 2016 macbook and Godot 4.1.2. None of the solutions described above work for me. It's very annoying.
I however found a workaround: if I stay in the compatibility mode and keep the editor in some little scenes without AnimationPlayer/AnimationTree then the CPU usage stays low. Without this workaround it's almost unusable since my mac literally burns me and loose its battery in less than 1h.
Godot 4.1.2 stable: the bug is still present and it is a bad one. I don't want to have continuous stress on my MacBook Air electronic with the fan always at 100%, even with an empty project. I usuall never hear the fan on my mac.
Has anybody from Godot dev team been able to at least replicate the issue? Must be pretty easy: it happens 100% of the time you just fire up the app and wait 5 minutes or less without even opening a project.
If you select "Compatibility" mode in top right corner the fan swithes off in less than 30 seconds.
Has anybody from Godot dev team been able to at least replicate the issue? Must be pretty easy: it happens 100% of the time you just fire up the app and wait 5 minutes or less without even opening a project.
Most core contributors don't have an Intel-based MacBook (or they don't have one anymore). I'm not sure if @bruvzg has one available.
I have a very old Intel Macbookpro 13 2013 late, but I didn't have this issue, OS version is 13.7.10 and I use Godot 4.2 beta 2
I'm not sure if @bruvzg has one available.
No, I do not have any Intel Mac with functional GPU anymore. But from my personal experience, most of the Intel Macs constantly overheat for no reason. Apple's default fan curves are absolutely inadequate, and constant 70-80℃ is usual.
On M1 Mac, idle Godot editor use ~2% CPU (+2% of extra usage from CoreAudio), and I do not see any impact on WindowServer usage (it's constantly using ~20% regardless of Godot, most likely due to DisplayLink adapter in use).
I think this has something to do with HiDPI/Retina scaling. When I run the editor in my mac's native resolution, it gets extremely hot very quickly, but if I set the display resolution to double inside settings->display - thus disabling the retina scaling - it runs fine, despite 'actually' rendering 2x the resolution.
To show display scaling is actually getting disabled:
When running with --gpu-validation on native resolution:
Created 3 swapchain images with initial size (1440, 682) and contents scale 2.0 for screen Built-in Retina Display.
When running with --gpu validation on 2x resolution:
Created 3 swapchain images with initial size (2880, 1662) and contents scale 1.0 for screen Built-in Display.
Can anyone else test this? As far as I'm aware there's no way to disable the DPI scaling in the editor, but it would be useful to have.
Can anyone else test this? As far as I'm aware there's no way to disable the DPI scaling in the editor, but it would be useful to have.
Right-click the Godot application in Finder and choose Get Information. There should be a checkbox to disable hiDPI support (this works on any application).
That checkbox doesn't seem to exist anymore on the latest versions of MacOS but there's a workaround by going into Godot_mono.app/Contents/Info.plist and changing the key NSHighResolutionCapable from true to false (which seems to have the weird side effect of breaking where it finds dotnet? At least on my configuration. A fix to that is to start the editor directly from command line: '/Applications/Godot_mono.app/Contents/MacOS/Godot -e --path path_to_project')
This does seem to have fixed it for me. The fans do come on, but it remains cool as opposed to molten-lava hot.
Can confirm this is still an issue in 4.3.dev5
The effect is strong even if the computer is asleep: if I put my MBP in sleep mode with godot opened, it will either kill the battery if unplugged, or get the computer heating up quite a bit.
@dbampersand I tried your workaround (changing that key) in non-mono godot, and it will open with the adjusted scale but wont be able to find any projects. Is that something you also encountered?
Maybe it would be helpful to compile Godot yourself and link the MoltenVK dynamically with the one that is working on your system ?
I'm not sure if more anecdotal reports are helpful, but here is my observation
2017 MBP (CPU: Intel Core i7, GPU: Intel Iris 640) MacOS Ventura 13.6.6 Godot Engine v4.2.1.stable.mono.official [b09f793f5]
I was getting the same high temps and maximum fan speeds until I changed the rendering from Mobile to gl_compatibility No other changes, my temps and fan are completely normal again
CPU: 2 GHz 四核Intel Core i5 GPU: Intel Iris Plus Graphics 1536 MB MacOS: 14.4.1 (23E224) Godot: 4.2.2.stable
has this issue like @kenny-adam
As made clear in the original post no new confirmation of this bug is needed, please only comment if you have new information that might help, things to pinpoint what's wrong
Maybe it would be helpful to compile Godot yourself and link the MoltenVK dynamically with the one that is working on your system ?
Did that myself, but didn't make a difference. So effectively I can't use my 2016 Macbook Pro (iGPU) to test my game on Forward+ (which my game is based on).
What helped me with the heating was that I had Display scaling enabled. Reset it to default, now it is at least a bit better...
I've had this issue for months, and it seems like it's finally gone away. I think I updated MacOS recently, so that might have been it. Here's my specs:
MacOS Version 15.0 (24A335) Godot v4.4.dev2.official [97ef3c837]
2020 13 in Macbook Air 1.2 GHz Quad-Core Intel Core i7 Intel Iris Plus Graphics 1536 MB 16 GB 3733 MHz LPDDR4X
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version
Godot 4 beta 4
System information
Mac os 13 2.3 GHz Dual-Core Intel Core i5 Intel Iris Plus Graphics 640 1536 MB
Issue description
HI,
I have a good macbook pro that can run pretty much anything without making too much of an effort. Running godot 3.5.1 is completely smooth and effortless in any circumstance. But now with Godot4 beta 4, I just open a new empty Forward+ project, and a few seconds later the fan starts turning like crazy, the CPU and the GPU's temperature climbs up to 90ºC in a minute! I never experienced such a struggle from my computer and it is undoubtedly linked to Godot 4 running, since it happens even when nothing else is running in the background...
Steps to reproduce
Run Godot beta 4 on a macbook pro, I guess?
Minimal reproduction project
No response