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Using Vulkan as renderer in Godot Game Engine 4.4.1 causes the editor UI slow to render.
Temporal solution is switch to DX12 as renderer, or prevent Vulkan's frequent initialization
More details in this GitHub Issue.
Software Information
Intel@Graphics Software Version: 25.22.1502.2
Graphics Driver Version: 32.0.101.6913
D3D API Version: 12.0
Shader Model Version: 6.7
Vulkan* API Version: 1.4.315
OpenGL* API Version: 4.6.0
OpenCL* API Version: 3.0
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Hello Ma11owMarsh,
Thank you for posting on Intel Community Forum.
To properly address your concern, please share the information below.
1. Are there any specific settings or configurations in the Vulkan layer that might be causing delays during initialization?
2. What are the current graphics settings in Godot?
3. Are there any specific configurations or plugins in the Godot editor that might be affecting UI rendering speed?
I look forward to your response.
Best regards
Jed G.
Intel Customer Support Technician
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For the information:
1. No specific configuration be ever made to any Vulkan layer on my computer, and I haven't found the specific setting or layer yet (I'm not familiar with such low-level software)
2. The out of box standard Godot graphics settings, I've tested and met this problem in all three rendering mode preset: "Compatibility", "Mobile" and "Forward+". (Note the in the "Compatibility" mode, which should be using OpenGL, the lagging behavior is slightly different, the whole sub-window pops up in a delay, not the sub-windows' rendering has a delay, video attached to this reply).
For "Mobile" and "Forward+" mode, in the "Project Settings/Rendering/Render Device", switching the Driver.windows from vulkan to d3d12 will solve the delay problem, because it switch the engine to use DirectX instead of vulkan. The specific settings are in this picture:
For "Compatibility" mode, which uses OpenGL, set the "Project Settings/Rendering/GL Compatibility/Driver.windows" from "opengl3" to "opengl3_angle" will solve it's lagging issue, specific settings are in this picture:
3. No editor plugin has being used, the problem is out of box, in a fresh Godot Project.
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Hello Ma11owMarsh,
I appreciate all this additional information.
Please also generate System Support Utility report which will help us check the system configuration and components.
I look forward to your response.
Best regards
Jed G.
Intel Customer Support Technician
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Glad you are taking this seriously, the collected system info are in the attachment of this reply.
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Hello Ma11owMarsh,
Thank you for providing the SSU report.
I'll be investigating this matter internally and rest assured that we'll be taking this seriously to ensure that we'll be able to address this concern. I'll give you an update as soon as it's available
Best regards
Jed G.
Intel Customer Support Technician
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Hi Ma11owMarsh,
To ensure you receive the most specialized assistance, we have a dedicated forum that addresses these specific concerns. Therefore, I will be moving this discussion to our Developing Games on Intel Graphics Forum. This will allow our knowledgeable community and experts to provide you with timely and accurate solutions.
Best regards,
Jed G.
Intel Customer Support Technician
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Hey @Ma11owMarsh
Thank you for reporting this.
We're expecting a driver update that will have great improvements for this behavior. Once it is out, I will let you know so you can verify on your end. Keep you posted.
Karen
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Will be excited to see the new driver release fixes this!
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Slow Vulkan layer initialization on B580 could be due to outdated drivers or misconfigured layers.
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I'm using Driver 32.0.101.6913 which is the latest and no manual modification on vulkan ever been made.

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