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docs: re-verify against 0.9.2
- verified: 0.9.2 on every page, checked against the v0.9.2 tag and release assets - install, price-and-platforms: Windows x86 builds, riscv64 deb/rpm, macOS CLI zip - gpu-not-used: GPU Information now names the adapter or why the GPU is off; OpenGL means CPU compositing; #613 still open - import-footage: TGA, HDR, DPX, Cineon sequences; dropped PSDs ask; drop on an empty viewer makes a comp - render-a-video: QuickTime (Uncompressed) format - make-a-composition: Layer > New > Text starts typing; save and delete presets - CLAUDE.md: regular file instead of a symlink Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
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title: Footage is missing or offline
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description: Find missing footage in an EffectCraft project, relink it to a folder or replace it with another file.
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order: 20
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verified: 0.8.0
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verified: 0.9.2
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---
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Choose **File ▸ Dependencies ▸ Relink Missing Footage...** and pick the folder where your files are now. For files that stay missing, choose **File ▸ Replace Footage ▸ File...**.
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title: EffectCraft does not use my graphics card
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description: What to do when the report says GPU none (CPU compositing), the window picked another adapter, or GPU effects fail on Windows 11 with DirectX 12.
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order: 10
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verified: 0.8.0
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verified: 0.9.2
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---
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Open **Help ▸ System Compatibility Report...** and read the **GPU:** and **Window graphics:** lines. If the window runs on the wrong adapter, set **Window Graphics** to **Automatic** in the preferences (**Edit ▸ Preferences ▸ Startup & Repair...**; on macOS: **EffectCraft ▸ Settings... ▸ Startup & Repair...**) and restart EffectCraft.
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@@ -23,15 +23,17 @@ Open **Help ▸ System Compatibility Report...** and read the **GPU:** and **Win
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One user whose GPU was not detected on 0.8.0 fixed it this way: they set the window graphics to Automatic, and EffectCraft started through Vulkan ([issue #596](https://github.com/storytold/effectcraft/issues/596)).
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If the window runs on your card but the report still says `GPU: none (CPU compositing)`, the reason after it says why the GPU compositor did not start. With **OpenGL (compatibility)**, compositing always runs on the CPU, because the GPU compositor needs DirectX 12, Vulkan, Metal or WebGPU.
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## Why this happens
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When the graphics driver stops EffectCraft as its window opens, the next launch switches to OpenGL by itself. That keeps the app usable. Setting **Window Graphics** to **Automatic** lets EffectCraft choose the graphics backend again.
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The **GPU Information...** button on the Previews page of the preferences shows fixed text in 0.8.0. It does not name your GPU. Use the System Compatibility Report instead.
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The **GPU Information...** button on the Previews page of the preferences names the adapter the GPU compositor runs on. When compositing runs on the CPU, it says why after `GPU compositing is off:`. It also shows the `Window graphics:` line. For a bug report, still send the whole System Compatibility Report.
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## Windows 11 with DirectX 12
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On some Windows 11 PCs with NVIDIA GPUs, the GPU compositor fails to start on DirectX 12 because the FXC shader compiler rejects some of EffectCraft's GPU kernels. Two users reproduced this with an RTX 4060 laptop GPU and an RTX 3060. In their tests EffectCraft fell back to CPU compositing, and the same build started on Vulkan. This is open as [issue #613](https://github.com/storytold/effectcraft/issues/613). Check the issue for updates.
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On some Windows 11 PCs with NVIDIA GPUs, the GPU compositor fails to start on DirectX 12 because the FXC shader compiler rejects some of EffectCraft's GPU kernels. Two users reproduced this with an RTX 4060 laptop GPU and an RTX 3060. In their tests EffectCraft fell back to CPU compositing, and the same build started on Vulkan. This is still open in 0.9.2 as [issue #613](https://github.com/storytold/effectcraft/issues/613). Check the issue for updates.
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The window can also take a long time to appear. On 0.8.0 with an RTX 5060 Ti, one user measured 69 seconds before the window showed on DirectX 12 without a working DXC shader compiler, against 3 seconds on Vulkan, which is what Automatic picked on that PC. If you close EffectCraft during that wait, the next launch uses OpenGL and has no GPU compositor until you set **Window Graphics** back to **Automatic** (steps above). So wait for the window on the first launch.
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