Sources: crates/engine/src/menus.rs (EffectCraft > Settings... on macOS, lines ~475-495; Edit > Preferences [!mac], ~658-675), crates/project/src/render_queue.rs (RenderQueueItem.render defaults to true), issue #613 (RTX 5060 Ti comment), docs/web.md (browser private storage). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
3.2 KiB
title, description, order, verified
| title | description | order | verified |
|---|---|---|---|
| EffectCraft does not use my graphics card | 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. | 10 | 0.8.0 |
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.
Symptoms
- The report says
GPU: none (CPU compositing)followed by a reason. - The
Window graphics:line names an adapter or backend you did not expect, for example an integrated or OpenGL adapter instead of your graphics card.
Fix
- Choose Help ▸ System Compatibility Report.... Copy the text.
- Look at the
Window graphics:line. If it shows the wrong adapter, continue. If it shows your card, go to Still stuck? below. - Choose Edit ▸ Preferences ▸ Startup & Repair.... On macOS, choose EffectCraft ▸ Settings... ▸ Startup & Repair....
- Set Window Graphics to Automatic. The other choice is OpenGL (compatibility).
- Close EffectCraft and start it again. The change applies from the next launch.
- Open the report again and check that
Window graphics:now names your card.
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).
Why this happens
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.
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.
Windows 11 with DirectX 12
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. Check the issue for updates.
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.
Still stuck?
Ask in Discord or open an issue in the issue tracker. Include the whole System Compatibility Report, your graphics card and driver version, and whether you also have an integrated GPU.