Godot: Godot slow to open, slow to edit, slow to launch simple game [Windows, caused by specific USB peripherals]

Created on 29 Jul 2018  路  107Comments  路  Source: godotengine/godot


Checked that URL, nothing found that matches.

Godot version:

3.0.6 from Steam.
Also same issue on fresh download from https://godotengine.org/
This happened on previous versions too. It's been happening for about 3 months or so.

OS/device including version:

Windows 10 PRO x86_64
Version 1803
OS build 17134.167

GPU Nvidia GTX980ti
GPU driver 398.36

Issue description:

Opening Godot from with steam or from native download takes over 40 seconds.
Opening a very simple project in edit mode takes 35 seconds.
Pressing the play icon on this project from within Godot takes 46 seconds before the game window opens.

Steps to reproduce:
I can reproduce this every time just by opening or creating a basic project.
I get the same issues when I launch one of the demo projects, such as multiplayer pong.

Minimal reproduction project:

Here is the minimal project that takes the time mentioned, but I get this issue on all projects.
Hello Godot.zip

I have also attached the output from the cmd windows that opens when Godot is launched.
cmd_output

bug 3.2 confirmed hero wanted! high priority windows porting

Most helpful comment

I had this issue long ago and its not related to NVIDIA. I had an issue awhile back my USB drivers were not installed properly. Godot appears its lagged out but everything is still responsive. it would happen when loading up projects and when I would try to run the game inside the Godot editor.

Godot tries to check all connected USB devices to see if it is a keyboard, game controller, VR headset, etc. if the usb controller / driver isnt installed properly, it will wait up to a minute. After that minute, it will run the debug game or load projects.

reinstalling your drivers will fix the issue. I found this info out when posting on godot discord a few years ago. Hope it helps. I even had two people report this issue on my live stream too. My info helped many.

As for monogame projects, yes, it will happen anything that checks for game controllers or USB devices. Monogame does check for USB devices too.

All 107 comments

NVIDIA, huh? I believe there were reports of slow launches on NVIDIA, you could try searching for "NVIDIA" in issues. End consensus was that there is a driver bug.

nVidia GeForce GTX 1060 6GB/PCIe/SSE2 here, Godot 3.0.6 opens fine for me (website non-mono version). I know Godot is slightly slower in some cases with nVidia due to bad auto-performance modes, but not that slow (as in 30-second launch instead of 4).

GTX 960 and 1070 reporting in with same problems. Slooow launch in windows, fast in linux.
I really wish this could be fixed, as it is my biggest issue with Godot. I like to launch my game all the time to test small tweaks, but takes too much time in windows with my nvidia GPUs.

Joining in on the issue with a GTX 1070. Tried all stable releases of Godot. Also tried on 3 versions of the latest driver 398.98, 398.82, 398.36. But I did notice that the first time (after driver reinstall, computer reboot) it started up quickly. I'll play around with some Nvidia settings when I'll find the time. This is a big issue and should be looked up a bit more.

Edit: I'll reconfirm that the first start after a system restart works normally. Every subsequent startup takes long (40s).

https://www.nvidia.co.kr/Download/driverResults.aspx/137317/en
399.07 driver is released.
would you test with it?

Hey volzhs - yes that seems to have fixed it!
Not had time to do extensive testing yet, but just opened/edited/ran a few games and performance was great.
Thanks for the heads up on the latest driver.

I dont know how it affects but driver release note contains this.

[GeForce GTX 1050/1070]: OpenGL driver does not release the rendering context
correctly. [2305430]

Great find @volzhs, thanks :)

@fossegutten @cimpresovec Does the update to 399.07 also fix the issue for your cards?

I actually recently did a complete format of my PC and the problem went away with the same driver (398.98). I did try the new driver today and the problem didn't occur. So I don't know what to say. Same driver before and after format but different behavior. I can't say what caused the issue in the previous installation but it deterred me from using Godot.

Unfortunately this has started happening again for me. Godot runs OK for about 1 hour or so, then starts running slow again.

The really strange thing is if I reboot my PC, Godot runs fine for a while again, but then starts going slow.
However, I'm now pretty sure it's not a Godot issue. Might try and get hold of an AMD card and see if that eliminates the problem for good.

GTX750 here; first started noticing slower build and project launch times after a few weeks ago. I figured it had something to do with https://github.com/godotengine/godot/issues/21472#issuecomment-416151678 not building with sse2, since I was new to building, but this problem seems to have only gotten worse over the past few weeks, with 3.1a1 having the longest load times yet.

I'm currently running driver 399.07.

Edit: Maybe not a GPU issue? Noticed extremely high CPU usage and low GPU usage during these slow load times. Taking about 27% CPU (an entire hardware thread's allocation on my CPU), drops to normal levels once loading finishes.

Edit2: Not related to this issue, I've filed another issue.

Sorry for late answer. Still super slow, with driver 399.24 on GTX 1070 gpu.

The issue is back for me. Well I noticed it when developing some other application with the Raylib library (uses GLFW underneath). The application showed the same behavior as Godot. I then downloaded Godot and the issue was back. I did notice that after a system restart everything works normal, even after multiple separate runs. The issue starts to occur after some time (didn't test) or after running some heavier games on the system and then trying to run Godot. Unity, on the other hand, is not affected but I haven't tried Defold.

What could GLFW and Godot have in common?

Both use OpenGL under the hood. As do some other programs that I mentioned that don't exhibit the issue.

The issue seems to be Open GL yes. Monogame has same behaviour with OpenGL projects, but not with Direct X projects.

Hmm, if the issue exists for all OpenGL things, then it's probably crappy GPU drivers.

The behavior is not consistent across different OpenGL application. Some work just fine (Unity OpenGL builds, Defold engine etc.). It probably depends on the version used but that is just pure speculations. I sadly can't give any concrete help.

same problem here, any tips ?

My startup time isn't in the 30+ seconds range, but around 5 - 10 seconds. It's definitely slower than it should be. I've tried this with an exported executable, and in-engine. It also happens with GLES3 and GLES2.

I'm using a GTX 1080 on driver 416.16
I'll be updating the driver momentarily and will return with a note about any changed.

Edit: The problem persists with driver 416.34, and (possibly unrelated) it seems a bit slow to start Godot itself, as well as opening a project.

I'm on Linux and I was running NVIDIA drivers 390.87. It really seemed it was running on software rendering since the high CPU usage during scrolling for example.
I installed NVIDIA drivers 410.73 and everything is fine now. Don't know if NVIDIA solved this issues or just re-installing the drivers helped

I also tried in Linux, and Godot seems to run great. It's still slow on Windows.

I also tried in Linux, and Godot seems to run great. It's still slow on Windows.

Which version of Linux are you using? And are you using it in a VM?

Arch Linux. No VM.

Here at @JavaryGames we are experiencing this with all the computers, some with 1050Ti and some with a 1060. Even with the latest driver (417).

On Linux the same machines run fine, so it's very likely a driver issue.

I believe I might be experiencing this issue also on Windows 10 godot 3.0.6

I have an AMD RX 580 though

Adding my own data points:

Intel i7-3770K CPU
16GB of RAM
Windows 7

  1. This problem is with 3.06-stable_win64 and 3.1-alpha5_win64. It takes 30 seconds to 1 minute to load the engine or play a scene.
  2. This can be corrected by restarting the computer, but always returns after several scene plays. May be connected to engine/scene crashes.
  3. This problem happens anytime [once it begins following brief restart 'cure'] the Godot Engine Editor window (with terminal output) anytime "OpenGL ES [X].0 Renderer" appears. So when the executable starts, and when a scene is run.
  4. This is not driver or GPU dependent. I used an RX480 with updated drivers, and a GTX 1070 with updated drivers. The problem did not change. If this

Having this too on a Nvidia GTX 1070

Windows only, opens and runs fine in linux.

I'm having the same issue, but on linux with an AMD GPU. I'm having a hard time tracking it down, since this started happening after a system update, but downgrading did not fix it. downgrading godot had no effect either. it takes 30+ seconds to open my project, 30+ seconds to start it, and it stutters (sometimes freezes for a while) any time a new object is shown on screen for the first time. in the editor, basic things like clicking on a node or opening a scene often take 30+ seconds.

when things are frozen sound still plays, godot uses 100% CPU on one core, and neither godot nor dmesg show a single error. at first I thought it might be from compiling shaders, and while using the shader editor and letting it compile can cause a 30 second freeze, it doesn't seem to do so after the first time it happens.

in my case, it seems somewhat random, being either a 10 frame-ish stutter, or 30+ seconds with no in between. it almost always goes away after a thing is loaded, but this behavior resets when godot is closed/reopened, a reboot does not affect it.

Is your Linux Mint or Arch by any chance?

@retrotails Sounds like #24783.

@retrotails Sounds like #24783.

oh thanks, seems like it. I only have 18.2 cached, and it does still occur on 18.2 but much less severe. going to try compiling the latest mesa and see if it's at least fixed there.

To those affected by this issue: can you try Godot 3.1 beta 2 (or later) and see if it still behaves the same?

Initial testing is indicating that 3.1 beta 2 has fixed the problem for me. I'll update if it starts running slow again. Thanks for sorting this out.

No, 3.1 beta 2 still has intermittent issues on my gtx 1070. Sometimes it's fast, other times it's unacceptably slow. Note I have no issues on my p52 laptop also running windows, with a quadro p2000 card.

Hello,
same issue here :
Windows 10 x64 home
cpu: AMD Ryzen 5 2600X
gpu: AMD Rx580

After a fresh computer start, Godot will take 30/40 sec to open, load or run a project...
No matter the Godot version (2.x, 3.0.x, 3.1 alpha x or beta x)
After restarting the computeur, everything runs fine as far a I can tell

I tried to disable the Fast Start/Boot on windows, but the problem is not fixed.
I'm really confused since everything was fine some days/weeks ago...

However I'm pretty sure it's not directly a Godot issue. I noticed, for example, that the STEAM client has the same behavior as Godot (and some games don't run at all) when the problem occurs..

Me again:

Intel i7-3770K CPU
16GB of RAM
Windows 7

Now on 3.1 Beta 2, the ~30 second intervals begin immediately, without the normal honeymoon period after a restart where things are snappy.

Hello, _[Godot v3.0.6 - WIN 10 - GTX 1060 3GB - 16GB RAM DDR3 - Intel i5-4460]_

Same Issue here but without Nvidia crashes or feedback in the console.

The project manager takes a long time to open when I click on edit same thing, and if I have luck I can barely get into the editor, where it takes ages to click play and expect it to function properly.

In the Task Manager, I find out that Godot is using <1% of my CPU and the same with the RAM. It's not my computer because sometimes it workes just as expected, all fluent and sometimes this issue appears.

I also have trouble with the project manager trying to load a png to display as an icon, and made my Godot run slow again.

Completely unrelated question, does any of you having this issue on Windows run any sort of antivirus/antimalware software? Maybe something is scanning the binary when executed.

Here are other things you guys can try, maybe this is related to the OpenGL cache, NVidia stores this here:
C:\Users\\AppData\Local\NVIDIA\GLCache

If you delete the files in here, can you still reproduce the issue?

Finally, something else I found on nvidia forums, can you try running Godot manually while setting this environment variable? like:

__GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1
godot.exe

reduz: I tried that. It did not change anything.

@ay200 Do you have nvidia?

@reduz Yes, 1070GTX.

I've had a very slow opening too, but i fix this by deleting file: %appdata%/Godot/editor_settings-3.tres it was realy big(~100mb or more, i don't remember). Maybe it will help.

I had the same issue, and finally I had in Project Settings -> Debug -> Setting -> "Force FPS" set to 1 :) Setting it to 0 fixed the issue. Just posting here, because this is the first link with lagging found.

Sorry guys, I have the feeling this issue becme a salad of different problems.

Big config file:

If any of you is affected by slow to open PROJECT MANAGER AND EDITOR and by chance your
%appdata%/Godot/editor_settings-3.tres is huge, PLEASE ZIP IT AND SEND IT OVER so we can learn why this file is huge. If this for some reason contains private information, please edit it first to remove it (though I don't really think it does save for maybe paths to your projects).

Slow to launch game

If your GAME is slow to launch, but project manager and editor are OK. Please describe your hardware, including OS, GPU and Driver version.

Slow to launch game

If your GAME is slow to launch, but project manager and editor are OK. Please describe your hardware, including OS, GPU and Driver version.

As per the similar #23986, it seems to be fixed in the latest Nvidia driver (419.17 on Windows 10). Can some of you confirm that?

I have this same issue.

Takes ~41 seconds for initial launch, opening project, and running (I timed each individually and they were all within 1 second of each other).
Restart fixed it.

I tried v3.0.6 both non-mono and mono and same issue with both. This is also with the super basic tutorial project "instancing".

Specs:
Windows 10 (64-bit)
AMD Radeon HD 6700 (v15.201.1151.1008)
16GB RAM

EDIT: I'm starting to use the 3.1 beta and it seems to have fixed it but time will tell. I'll update this if it comes back.

I just had this issue out of nowhere now ... then I remembered I just updated my NVidia drivers and forgot to disable telemetry (https://github.com/NateShoffner/Disable-Nvidia-Telemetry) after doing that and rebooting, Godot started up just fine. That's very interesting really... (Windows 10 x64 v1809)

Did anyone try this maybe? I'm thinking it has something to do with these telemetry stuff. I am using the latest Nvidia drivers also:
image

I have the same issue still.

Takes really long to launch initially and then to open the project. The only time it worked fine was when I initially downloaded Godot, but once the long loading times issue start there is no way to get it working again.

Happens on both Godot v3.1 and v3.1.1 (both non-mono)

Tried all the suggestions here and doesn't help.

Specs:
Windows 10 (64-bit)
Nvidia RTX 2070 (v430.39)
16GB RAM

Following teihoo's suggestion by disabling telemetry makes it work after rebooting. But once you reboot again it's slow again. Re-enabling telemetry and then disabling it doesn't solve the issue again. I clean installed my Nvidia driver v430.39 and it does the same with working once after the reboot but then not working after the second reboot. I switched to the Nvidia creator driver instead of the game ready driver and still the issue persists. I tried the Steam version just to make sure and the issue is still present. I really hope this issue can be fixed.

I wonder why the title of the issue has been changed..? Since it seems to be not a Nvidia-only problem.

The issue is still there for me (AMD RX580 - Radeon Settings Version: 2019.0326.2353.42986 - OpenGL Version: 25.20.15000.13547 - OpenGL API Version: 4.6)

Issue is still present for me. Now on Nvidia Driver v430.64. Still not working.

Definitely an OpenGL issue and not Godot specific, or Nvidia or AMD for that matter. Even a blank MonoGame project takes very long to open.

Hi there!
Everything was running fine and then updated my nvidia drivers to 430.64.

Since then when I launch the game via F5/F6 it's reaaaally slow to start (almost a minute).

Here's my configuration:
Windows 10 Pro 64 bits
16go DDR4
Geforce GTX1060 6Gb
Running on a SSD

I need to run dual boot with Ubuntu just to work with Godot in an efficient way. Just a tip for the other strugglers!

Hi guys, I have similar problem, but it only happen with 3.1.1, Another version is fine.

This is my potato spec:
Windows 10
GPU: nVidia GeForce GT 520M
Driver version: 391.35 (i'm stuck with this version, no newer driver available for 520M)

Yes it's not a powerful machine, but it pretty decent. I can run Unity smoothly, Even I can play ps3 ported game from steam with full FPS. So, running Godot should be a breeze.

When I use 3.1.1 After playing the game from editor my laptop slowed down, This condition persist even after I close Godot.
It is very major slow down that it makes my laptop unusable. If I force to use it eventually it become worse and black screen & artifact in my screen (for several minutes). I'm very scared, it give me goosebumps.
The only way to fix it is by restarting windows.

So now i use 3.1 it run fine, a small hiccup happen when i play the game from the editor, but it barely noticeable.

That's all. Hope it help to fix this issue.

Hi again,

I just formatted the computer, and I just installed Godot. The latest version 3.1.1 x64. And when I opened it for the first time, this issue just happened to me.

PC Specifications:
GPU: Nvidia 1060 3GB [With clean new drivers installed]
CPU: Intel i5-4460
RAM: 16GB DDR3
OS: WIN10

I looked at the .tres file and it only got 5KB.
And the console says "OpenGL ES 3.0 Renderer: GeForce GTX 1060 3GB/PCIe/SSE2."

I had this issue long ago and its not related to NVIDIA. I had an issue awhile back my USB drivers were not installed properly. Godot appears its lagged out but everything is still responsive. it would happen when loading up projects and when I would try to run the game inside the Godot editor.

Godot tries to check all connected USB devices to see if it is a keyboard, game controller, VR headset, etc. if the usb controller / driver isnt installed properly, it will wait up to a minute. After that minute, it will run the debug game or load projects.

reinstalling your drivers will fix the issue. I found this info out when posting on godot discord a few years ago. Hope it helps. I even had two people report this issue on my live stream too. My info helped many.

As for monogame projects, yes, it will happen anything that checks for game controllers or USB devices. Monogame does check for USB devices too.

I had the same problem as other people mentioned. On start-up of windows Godot 3.1.1 would run fine at first but after some time starting Godot, loading projects and playing a project would take about 30s.

For me it was also because of a usb device (like shmellyorc said). That usb device was a usb hub, which connected my M&K to my pc. I didn't reinstall any drivers though, I just directly connected my M&K to my pc. That fixed all the slow downs (I didn't need to even restart Godot or my pc).

Can confirm I have the same problem. I have a fairly newly installed PC, reinstalled in May, with just a few programs installed and I get the same slow starting of Godot, opening of Projects and playing scenes from the editor.

My projects are TINY, as I just started the Discovering Godot course on Udemy and so far just have been printing text to the Output console in Godot.

My %appdata%/Godot/editor_settings-3.tres is just 8Kb, so I wouldn't call that huge.

I tried to disable the Nvidia Telemetry, rebooted my PC and everything is fast and nice.

Win 10, version 1903, build 18362.10005
GFX: MSI 970GTX, newest Nvidia driver
RAM: 16GB
CPU: i7-4790
USB: Corsair KB & Mouse, Focusrite Scarletti soundcard, Xbox controller, iLok dongle

I'm also running the same version of Godot on an old Thinkpad T420 with Win10 and probably in internal Intel graphics card. There it works flawlessly.

I have a similar issue, but I wouldn't call it slowdowns, but actually hanging, while CPU goes upwards of 80%. So I'm not sure my issue is the same, because I do not have an NVIDIA, and godot hangs for very specific actions and only up to a certain point, as I'll explain below, and only in GLES3 and only in 3D. After that, everything seems nice and smooth. Launching a game is instantaneous with an empty project.

First, I'm using Godot 3.1.1 stable, and my system is:
Windows 7
ATI Radeon HD 4800 series (1GB memory, iirc)
Intel Core Duo 2.13Ghz (two cores, with OC at 3.6Ghz)
2GB RAM

I had this issue ever since 3.0 came out. I asked around and I was led to believe my gfx card might not support GLES3. I just launched GLView now, and under GL Report it lists several 3.x versions at 100%. Perhaps someone can confirm to me that this means GLES3 is fully supported by my card?

So, about the hanging stuff, it goes like this:

        hanging times

launching godot                   - 38 seconds
placing the root Spatial          - 54 seconds
placing a 2nd different node      - 54 seconds
placing a 3rd different node      - 18 seconds
placing every next random node    - instantaneous. From now on all seems smooth.

The thing is, the hanging times are the same every time I try this, give or take a second, no more no less -- it's nearly exact. I noticed one odd exception: if the 2nd different node I place is a Sprite3D it gets placed instantaneously, but then the 3rd and 4th nodes I place take the same times as the 2nd and 3rd above.

One other thing I noticed, is that after placing the root Spatial, I can place Spatials all I want without any hangings. It's when I place a different 3D node that it hangs once more. The same is true for each specific nodes I place next, regardless of which I choose: so if the next one I choose is a CSGBox, it hangs 54 seconds, and then I can place CSGBoxes to my heart's content without hanging... until I place the 3rd different node.

(EDIT: and btw, if I'm dealing with scenes that I already built before, merely selecting the nodes after startup hangs the engine in the same pattern)

Removing the default environment hangs godot for 72 seconds the first time. Then I can put it back and take it out no problem. Switching from the 2D view back to the 3D view also takes quite a while the first time (didn't time it).

In GLES2 godot takes me ~11 seconds to startup, and everything is smooth and instantaneous from there, including removing the def. env. (although it's still considerably slower than Godot 2, as I mentioned in #27230).

Also, I get all these errors in the stdout at startup (this is listed pretty quick, only then it hangs seemingly inactive for 38 secs):

OpenGL ES 3.0 Renderer: ATI Radeon HD 4800 Series
ERROR: initialize: Condition ' status != 0x8CD5 ' is true. Continuing..:
   At: drivers/gles3/rasterizer_scene_gles3.cpp:5037

 [... same error 29 more times ...........]

ERROR: initialize: Directional shadow framebuffer status invalid
   At: drivers/gles3/rasterizer_scene_gles3.cpp:5062
ERROR: audio_device_init: Condition ' hr != ((HRESULT)0x00000000) ' is true. returned: ERR_CANT_OPEN
   At: drivers/wasapi/audio_driver_wasapi.cpp:217
ERROR: init: WASAPI: init_render_device error
   At: drivers/wasapi/audio_driver_wasapi.cpp:404

(The last WASAPI errors are likely because I have no sound card.)

@Skaruts Godot doesn't use OpenGL ES on desktop platforms. Instead, it uses OpenGL 3.3 directly (or OpenGL 2.1 when using the GLES2 backend).

Old AMD graphics cards are pretty bad in terms of OpenGL support, which is the cause of errors such as ERROR: initialize: Directional shadow framebuffer status invalid (https://github.com/godotengine/godot/issues/27572).

I had this issue long ago and its not related to NVIDIA. I had an issue awhile back my USB drivers were not installed properly. Godot appears its lagged out but everything is still responsive. it would happen when loading up projects and when I would try to run the game inside the Godot editor.

Godot tries to check all connected USB devices to see if it is a keyboard, game controller, VR headset, etc. if the usb controller / driver isnt installed properly, it will wait up to a minute. After that minute, it will run the debug game or load projects.

reinstalling your drivers will fix the issue. I found this info out when posting on godot discord a few years ago. Hope it helps. I even had two people report this issue on my live stream too. My info helped many.

As for monogame projects, yes, it will happen anything that checks for game controllers or USB devices. Monogame does check for USB devices too.

Thank you, I have confirmed the issue on windows computers to be of USB drivers not properly installed, I have installed a new USB extension hub to my computer and turning it off did solve my problem.

Confirmed that disconnecting USB hub fixed the issue for me also.

I can also confirm that this issue is related to some of my USB2 ports ( disconnecting my USB controller, or just connecting it to another USB3 port solves the problem ).
thank you all for pointing that out.

I had this exact same issue, and resolved it by unplugging my keyboard's second USB cable, which was for the two USB ports it has built-in. At some point, if I ever actually plan on using those ports, I may try reinstalling its drivers and plugging it back in.

I wonder if it's possible to set some flag in Godot so gamepads update manually (by explicit request from code)? Not very cool to ask all affected players to (un)install usb drivers for the game that actually doesn't care about usb drivers.

Just installed Godot v3.1.2.stable.official (from Steam).

Win 10, version 1903, build 18362.535
GFX: NVIDIA GeForce RTX 2080 Max-Q (driver 441.66)
RAM: 32GB
CPU: i7-9750
USB: Corsair Keyboard and Razer Mamba mouse

Launching Godot takes 35 seconds. Once open, launching a "HelloWorld app" (nothing but a single Node) takes 30 seconds. I've tried all the suggestions made by previous commenters to no avail. I've tried the standalone version and see the same result.

NOTE: It might be helpful to precede each of these lines by a timestamp:


Godot Engine v3.1.2.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2
Editing project: C:/Users/reed/dev/Godot/HelloGodot (C:::Users::reed::dev::Godot::HelloGodot)
Godot Engine v3.1.2.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2
erasing D:\SteamGames\Steam\steamapps\common\Godot Engine/editor_data/projects/HelloGodot-fa02d82fa570fbe2be598d4aa480ceae/filesystem_update4

@rmangino Since you appear to have an Optimus laptop, does this happen if you force Godot to run on integrated graphics? This can be done by right-clicking the executable and choosing the GPU.

NOTE: It might be helpful to precede each of these lines by a timestamp:

I don't see a real use case in adding that 鈥撀爄t wouldn't help solve the issue at hand here. Logging utilities usually add timestamps on their own anyway :slightly_smiling_face:

@Calinou I was a senior engineer on both the Visual Studio team at MS and the Xcode team at Apple. Using timestamps liberally doesn't hurt anything. ;-)

And by the way, the 35-40 second delay I'm seeing occurs on every launch of my simple app (not just at the launch of Godot). This means that Godot is unusable in this state.

Ah... you edited your comment. I'm using an MSI GS75 Stealth 479. Running with integrated graphics results in the same delays.

I found a workaround:

I initially had my laptop connected to an Alienware 1900R 34.1", Curved Gaming Monitor via Thunderbolt 3. If I launch Godot _without_ the monitor connected everything works as expected.

Thus, my workaround is to:

  1. Disconnect my monitor
  2. Launch Godot
  3. Connect my monitor

After those steps, the Godot exe launches without delay and subsequent launches of my example project also work as expected.

As others have noted, Godot is using zero CPU during the "hang" so it is most likely a single call that is hanging. Please let me know if there is a way to launch Godot with extended telemetry/logging as it should be pretty easy to isolate the issue. (Again, I wrote the original instrumentation engine for Visual Studio's profiler so I am very familiar with these types of issues).

I initially had my laptop connected to an Alienware 1900R 34.1", Curved Gaming Monitor via Thunderbolt 3. If I launch Godot without the monitor connected everything works as expected.

Does the monitor include an USB hub? If so, that could be the reason.

Please let me know if there is a way to launch Godot with extended telemetry/logging as it should be pretty easy to isolate the issue.

There's a --verbose command-line argument, but as far as I know, it doesn't print anything about USB device scanning.

Yes, my monitor has a USB hub (what modern monitor doesn't?). And you are correct, --verbose isn't helpful. I'm downloading the Godot source now and will let you know if I can pinpoint the issue.

For me it was a USB DAC (sound card) from FiiO brand. Unplugging this fixes the slow launch. It even caused the slow launches while turned off ( charging mode ).

To those affected, does this problem also slow down the exported games as well, or just the editor?

Can anyone affected attempt to build Godot from source, and use a debugger to figure out what it's doing when this slowdown happens? You should typically be able to break execution during a slowdown and see in the debugger what is the current stacktrace.

I had the same issue, or at least the same symptoms. I tried unplugging various USB devices, and found that the culprit was my Massdrop O2+ODAC aka "ODAC-revB USB DAC".

After some searching, I came across this StackOverflow post, which contained the final solution to the problem.

Turns out for whatever reason, the DAC adds an extra device to "Human Interface Devices" that shows up with the generic name "USB Input Device". I have no idea what it does, but disabling it in device manager does not seem to affect the audio functionality (what would an audio device even need an input device for anyway?) and fixes the issue of Godot and certain games (Dark Souls and Sekiro come to mind) experiencing long freezes during startup.

To identify the correct "USB Input Device" (I had a whole bunch of them, most unrelated to the DAC), their device ID can be compared to the one of the actual audio device.
In my case, the audio device was USB\VID_262A&PID_1048&MI_01\7&12634547&0&0001 and the input device was USB\VID_262A&PID_1048&MI_00\7&12634547&0&0000. Notice that they are the same, except for the MI_xx and the last number.

Adding to the 'USB thing made Godot slow to load and play the project' voices. I plugged my new Corsair K55 RGB keyboard in today and loaded Godot. It took around 40 seconds to load the project list, and another 30 to load the project: a one scene tutorial project with one almost empty script attached to one sprite node (yes, I have a long way to go!). Playing the project took around a minute for its window to appear. I shut down Godot, unplugged the keyboard, and Godot loaded in 3 seconds as I've come to expect. Plugging the keyboard back in and Godot continues to load and play scenes as usual. I'm not sure if I'll need to unplug-and-plug-back-in my keyboard each time I want to use Godot. I'll see how it goes and update this post.

Edit: I updated the firmware of the keyboard via Corsair's iCUE software and that has fixed the issue. I get to the project list in 2-3 seconds, and into a project in about 3, as normal ie. before I plugged a new keyboard in today.

I can confirm that updating my corsair K55 keyboard firmware via ICUE software fixed the directinput slow device enumeration bug as show here : https://stackoverflow.com/questions/10967795/directinput8-enumdevices-sometimes-painfully-slow

My Corsair K70 RGB keyboard was on firmware v 2.05. Just updated it to 3.08, which I'm assuming will solve the problem.

I wanna add that I saw this exact same issue in an entirely different app the other day: the fighting game Skullgirls 2nd Encore. The game would hang on launch, and I couldn't understand why. I tried starting Godot, and it had the old loading problem again, so I rebooted my PC (probably should've just reinserted the keyboard instead), and both apps were fine. If I see any issues again after updating, I'll check back in here, but @saulpalv thanks for the response, as the previous commenter's edit never made it to my inbox.

IMO, this problem is more related to bad hardware/drivers/firmware than a bug with Godot. Given the simplicity of the workaround (update your USB device's firmware or reinsert it), I'm not sure it justifies a fix.

IMO, this problem is more related to bad hardware/drivers/firmware than a bug with Godot. Given the simplicity of the workaround (update your USB device's firmware or reinsert it), I'm not sure it justifies a fix.

A lot of first time players will give up on the game, rather than dive deep into troubleshooting their system to discover the driver problem, assuming they have this knowledge. The assumption will be that the game is buggy and can't be played.

If there is a way to work around it, it would be worth doing.

I might've missed the comment, but I thought this was an editor-only issue. If it impacts games, too, then yeah, it should probably be fixed.

I might've missed the comment, but I thought this was an editor-only issue. If it impacts games, too, then yeah, it should probably be fixed.

If it isn't too troublesome to do, would you be able to roll back your drivers to recreate the editor hang and try to recreate it on an exported project?

I was never able to reliably reproduce the issue, even before updating my keyboard's firmware. I don't think the software that does the update actually even supports firmware downgrading.

The best I can think of is to buy a new keyboard (mine is currently unavailable on amazon) and hope it has an old firmware, then use it for weeks/months until the bug randomly occurs again.

This happens like once a month for me. But so annoying, having to restart the computer to fix it after having started all my dev stuff up.

Having this issue as well, +30secs each to:

  • open project selection
  • open project
  • run scene.

Tracked it down to my Corsair K95 RGB keyboard. My workaround at the moment is to toggle the polling rate/bios switch on the keyboard itself, which does basically the same thing as reinserting the usb cable. Godot works as normal afterwards.
iCue version 3.27.68. Firmware 3.08v.

Just noticed in iCUE I also had "Enable SDK" checkmarked. I've deselected it for now as well. Found a link earlier that that might be the cause.

Godot V3.2.1, but I've had the issues with earlier versions.

@landgrafa Are you able to reproduce the problem with a built project?

The un-plug and re-plug USB "fix" works for me.

Updating the firmware on my K55 Corsair keyboard through iCUE worked as well.

Still the best value keyboard for size/weight, but man, this was a dumb problem to have.

Interesting clue for this bug from Ryan Gordon, as SDL seems to suffer from a similar issue: https://mobile.twitter.com/icculus/status/1256845560763551744

It might indeed be our joypad probing code that causes the stall. We could maybe force skipping devices that take more than a couple seconds to respond, and throw an warning so that users can also identify USB devices in need of a firmware upgrade.

I would take it one step further and remember the skipped device (at least until Godot is relaunched) so you can keep skipping it instead of waiting 2 seconds and nagging the user every time. I say this because when I had the issue, it would manifest every time I began debugging.

Or move device discovery to a different thread maybe?

For me the issue was YETI Microphone on USB when plugged in GODOT takes 30s to start, when I unplug it its super quick.

Issue for me was the Razer Kraken USB headset. Unplugging the headset got me from 20 secs to 2 seconds.

If anyone affected knows how to use a debugger on Windows, we could really use a stacktrace that shows where exactly the engine is stuck during this long init step:

https://github.com/godotengine/godot/issues/20566#issuecomment-577056589

Given the similar issue in SDL, I'd assume that it is somewhere in platform/windows/joypad_windows.cpp, but knowing where exactly would help to know where to abort or blacklist problematic devices.

Got myself to compile the 3.2 version but couldn't get the debugger running from VS.

@sungvzer I'm not terribly experienced with it, but if you have more details, I can try to help. Did it not launch itself or are you having problems attaching it?

Got an update on the issue, after moving the headset to a USB hub, amongst other devices, it stopped happening. Loading and start times are way faster.

Corsair K70 user here. Updating firmware fixed it for good.

Other USB stuff that I have connected that wasn't the problem:
HyperX Cloud USB Dongle, Rival 300 mouse, Line6 GX sound card, Logitech webcam, USB fan.

Interesting bug.

Looks like Corsair is the noticeable common ground with many reported cases here.
I was having the same problem (Windows 10, while on my Arch Linux Godot is blazing fast) with a Corsair HS60 headset and fixed the slow down following the main suggestion of installing the proprietary software CUE and the appropriate drivers.
To be precise, I installed CUE once months ago just to have the essential drivers, then uninstalled that 1,5 GB crap. After reading this, I've just re-installed the software (without running it and updating the drivers) and Godot's performances are already stable.

Update: I've rebooted my PC and the problem came back again, but for sure it's something linked to the headset.
If I pull out my headset's USB cable (it is the only audio output device in my system) everything is fine again.
Putting the USB cable again won't compromise the performances until next restart of the system.

The best workaround I've found is uninstalling my headset device from control panel and pulling out the USB cable and inserting it again. The new drivers installed (with ICUE on) don't give me any problem whatsoever.
Could it be a conflict between the old drivers installed without ICUE, that may be selected first instead of the new updated ones?

I had this issue long ago and its not related to NVIDIA. I had an issue awhile back my USB drivers were not installed properly. Godot appears its lagged out but everything is still responsive. it would happen when loading up projects and when I would try to run the game inside the Godot editor.

Godot tries to check all connected USB devices to see if it is a keyboard, game controller, VR headset, etc. if the usb controller / driver isnt installed properly, it will wait up to a minute. After that minute, it will run the debug game or load projects.

reinstalling your drivers will fix the issue. I found this info out when posting on godot discord a few years ago. Hope it helps. I even had two people report this issue on my live stream too. My info helped many.

As for monogame projects, yes, it will happen anything that checks for game controllers or USB devices. Monogame does check for USB devices too.

The issue has been described here (reminder)!

I had the same issue, or at least the same symptoms. I tried unplugging various USB devices, and found that the culprit was my Massdrop O2+ODAC aka "ODAC-revB USB DAC".

After some searching, I came across this StackOverflow post, which contained the final solution to the problem.

Turns out for whatever reason, the DAC adds an extra device to "Human Interface Devices" that shows up with the generic name "USB Input Device". I have no idea what it does, but disabling it in device manager does not seem to affect the audio functionality (what would an audio device even need an input device for anyway?) and fixes the issue of Godot and certain games (Dark Souls and Sekiro come to mind) experiencing long freezes during startup.

To identify the correct "USB Input Device" (I had a whole bunch of them, most unrelated to the DAC), their device ID can be compared to the one of the actual audio device.
In my case, the audio device was USB\VID_262A&PID_1048&MI_01\7&12634547&0&0001 and the input device was USB\VID_262A&PID_1048&MI_00\7&12634547&0&0000. Notice that they are the same, except for the MI_xx and the last number.

This fixed the issue for me, I have the Topping MX3 which is a different brand and I tried updating the drivers but Windows says it's already up to date, I wonder if the USB input chips are similar between them. Glad I found this fix as I had to click load more comments a few times, not sure if I could have suffered through waiting 30 seconds for the thread to unblock every iteration in a project or without audio.

Someone asked earlier in the thread I think, but this also happens with an exported build too, I don't know how often this slowdown would occur during a finished game but I probably wouldn't have tried troubleshooting it with a finished game and would just assume it's buggy.

Windows 10 Pro x64
Version 20H2
OS build 19042.572

GPU Nvidia RTX2070 Super
GPU driver 457.09

Confirming the issue is still present; editor and exported program launch times are normally sub-second on my computer, but when the problem arises, it can take 30-40 seconds to launch. This also effects debugging in the editor, which can take upwards of a minute to launch and connect.

Problem always corrects itself after a restart, but will come back after some time. I haven't been able to pinpoint a trigger, but I suspect that it might be affected by running any full-screen applications.

I did attempt the USB fix mentioned above, but I found no device that made any noticeable change.

Confirming the issue is still present; editor and exported program launch

Thanks for confirmation. So it does affect exported versions too. That is worrisome.

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