I decided to checkout the Godot source from github and went through the instructions for doing a windows build. While I can build and start it running, it spits out a lot of errors related to the vulkan. Is there a way to get this working?

ERROR: No render pipeline was set before attempting to draw.
   at: (drivers\vulkan\rendering_device_vulkan.cpp:7397)
ERROR: Attempted to use an unused shader variant (shader is null),
   at: (D:\dev\github.com\godot\servers/rendering/renderer_rd/pipeline_cache_rd.h:75)
ERROR: Condition "!pipeline" is true.
   at: RenderingDeviceVulkan::draw_list_bind_render_pipeline (drivers\vulkan\rendering_device_vulkan.cpp:7197)
ERROR: This render pipeline requires (0) bytes of push constant data, supplied: (128)
   at: (drivers\vulkan\rendering_device_vulkan.cpp:7380)

If you pulled master, don't bother. It barely works right now.

What operating system version and graphics card model are you using? Is the driver fully up-to-date and installed from the GPU manufacturer's website (not Windows Update or your desktop/laptop OEM)?

I have a computer that's about 4 years old. It's running Windows 10 with two AMD FirePro W2100 graphics cards. Windows tells me the latest drivers are already installed.

I did pull from master. I know Godot 4's been in development for quite a while now. Do you have any sense of when it might be a good time to pull again and build?

Based on what I can tell from the error, it seems like the error is related to Vulkan initializing. According to this website, the AMD FirePro W2100 supports Vulkan 1.2, so I think it should work, though I'm not sure what version of Vulkan is needed for Godot 4.0 currently.

It would depend on the drivers. I know like my Intel HD 500 system does technically support Vulkan (I think 1.2 as well) but Godot 4.0 just crashes after like 5 seconds. Haven't tried to build from source, just from what I have been testing on the pre-alpha builds. In any case, this Intel system gets horrible performance on Vulkan games (like DOOM 2016) like half of OpenGL performance, so I imagine it is some sort of emulation or compatibility layer and not real hardware support.

a year later