All in all, the results of this testing are very interesting. In general, loading the game and its operation requires 6-7 GB of RAM. I gave this code to 3 friends:
1) 4070, 12 GB video memory and 16 GB RAM - no error
2) Me, who has a 1060, 6 GB of video memory and 48 GB of RAM - there is an error
3) 1050TI, 4 GB video memory and 16 GB RAM - there is an error
4) Intel Core i5 1235U, Integrated Graphics, Iris Xe Graphics (80EU) and 16 GB RAM - no error.

    I also tried the tiny model and it runs without error

    Might be best to report on GitHub.

      komandor_353 In general, loading the game and its operation requires 6-7 GB of RAM. I gave this code to 3 friends:

      I can see the crash on weak NV cards. Apparently video memory is needed here. The most interesting thing is how Iris Xe takes memory — any stats?

        Tomcat
        I can't give any statistics yet, but as far as I understand, Godot can't automatically "swap" files from RAM and VRAM and back.

          That's why when Forward+ initially loads, it tries to shove everything into VRAM, it fails and it breaks. And if that's the case, then the only way to do it is to write to the developers so that they add automatic swap, or tell from them to us about methods for controlling file loading. But I could be wrong about all this.

          komandor_353 Godot can't automatically "swap" files from RAM and VRAM and back.

          Godot can't. But Iris XE, as far as I understand, that's exactly how it works — the video driver does it.

            Tomcat I think in case of integrated graphics core everything is simpler. For it RAM and VRAM are the same, so everything works well

              komandor_353 For it RAM and VRAM are the same, so everything works well

              Then it turns out that for the game, you need VRAM to avoid crashing.

                Tomcat Yes, or somehow learn to control loading and unloading in VRAM, until the Godot developers themselves do automatic swap, like in UE5

                  komandor_353 until the Godot developers themselves do automatic swap, like in UE5

                  It can be suggested

                  Toxe Might be best to report on GitHub.

                    Tomcat But to be honest I don't know where to write. Is there some kind of developer email or how to specifically contact them?

                      komandor_353 good luck, just open an issue on github and hope for the best.

                      So there was no issue at all, the godot did what it was supposed to do, warn people that run out of juice. And maybe you need to optimize the code to run on potatos?

                        kuligs2 Well, the funny thing is that if you use gl_compatibility, there are no problems with rendering (there is another one), it just loads all the meshes into RAM and doesn't complain about anything, but with Forward+ the problem above appears

                          komandor_353 but with Forward+ the problem above appears

                          Apparently, with Forward+ he expects you to have a decent video card (well, one that he considers worthy) and gets very offended if it is not.

                            Tomcat XD. That's what I'm going to go complain to the developers with

                            komandor_353 But to be honest I don't know where to write. Is there some kind of developer email or how to specifically contact them?

                            Bug reports

                            As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.

                            im no expert but isnt the compatibility uses the CPU and forward+ uses the GPU then you just get into the bottlenecks in rendering perfomance. So either optimize your scene or get a better gpu.. I dont see the reason to complain

                              kuligs2 Either way there's a problem because it's stupidly trying to cram the whole scene into VRAR, which it shouldn't do. Clearly there must be some restrictions to load some of it into VRAM and some into RAM

                              • Toxe replied to this.

                                komandor_353 How big are your scenes and your assets? I mean, 6 GB is pretty big.

                                Also can you try to reduce the number of scenes or assets a bit and then check the profiler to see where all this resource usage is coming from and if you can reduce it somehow by for example manually unloading scenes or something along those lines?