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A blank launcher window (Launcher/gui_renderer.cpp, Launcher/gui.cpp) Reported as a launcher that showed nothing, from someone with a GT 1030. The log named the card it had used: Intel HD Graphics 4600, the onboard chip beside it. - D3D12CreateDevice(nullptr, ...) takes whichever adapter DXGI lists first, which on a PC with onboard graphics beside a real card is the onboard one. It now walks EnumAdapterByGpuPreference with HIGH_PERFORMANCE, skips software adapters and takes the first that gives a device, as a game would. The old default adapter and WARP remain behind it, so no working setup loses its device. - That chip's Direct3D 12 driver cannot build a pipeline, and the ImGui backend creates one on the first frame while ignoring whether it worked (imgui_impl_dx12.cpp:792). Every draw then does nothing and the window shows only ClearRenderTargetView's colour, which is near black. Untextured shapes sample the font atlas's white pixel, so a failed atlas looks identical -- the drawn background disappears with the text. The pipeline and font texture are built in init now and checked, and a failure says to update the driver and that the card may be below what ReSkate and skate. need. - None of this was diagnosable, because the renderer logged nothing at all. It now records the adapter, its memory and whether it is the software fallback; the window size, scale, system DPI and work area; the font atlas size and whether it built; and the first frame drawn. Those four lines are what turned "blank window, healthy log" into the two bugs above, and they separate a missing device from a missing pipeline from a window that draws and is still black. World layers (Engine/Vfs/world_layer_scan.cpp) - CoreGameAssets had a row like any other, and switching it off took the world away with no clue which row had done it. essential_layer keeps its node, so its children are still found and still switchable, and drops its row -- which removes it from the menu, from "world <key> off" and from layer sync at once, rather than hiding it in one place and leaving it reachable from another. - Choices are stored by row key, not by index, so no saved setting shifts, and an "off" already stored for it has no row to apply to: a profile that turned it off fixes itself on the next launch. - The cache stamp goes to 2, so a cache written before this is rebuilt instead of keeping the row alive on existing installs. - The scan test asserted one row per node, which this breaks on purpose. It now checks the counts differ, that no row's key holds "coregameassets", and that the node is still there. Against a real install: 262 rows to 261, six maps, passing.