Repository: godot
Issue: Editor crashes in Forward(Vulkan) mode because of Bandicam screen recording software.
Labels: discussion,topic:thirdparty

### Godot version

4.1.1

### System information

Windows 10-Godot 4.1.1 -Vulkan(Forward+)

### Issue description

It has always worked fine for me before when I opened the godot project using forward rendering，But one day when I start godot.exe,and choose forward+ to run a project,godot will crash and close itself.

I use Visual Studio to find the reason,the error codes are as follows:
Exception raised at 0x00007FFBC37432FD (bdcamvk64.dll) (in godot.windows.editor.x86_64.exe): 0xC0000005: An access conflict occurred while reading location 0x00000000000000000000.

Try delecting Bandicam screen recording software,the problem is solved.

I don't know why I'm suddenly getting crash errors when I've been using godot fine before. I'll give the most recent changes to my computer：
1. I recently updated my adobe family bucket, and after I opened the After Effects 2023 software I noticed that it was flashing back, and after trying various methods to fix it I chose to roll back the After Effects version to 2020.
2. I recently updated my Nvidia video card drivers and now my video card driver version is Nvidia Studio 536.99.

<details><summary>CallStack</summary>
<p>

```
godot.windows.editor.x86_64.exe!VulkanContext:: create_device() 行 1525 C++
godot.windows.editor.x86_64.exe!VulkanContext:: initialize_queues(VkSurfaceKHR_T * p_surface) 行 1589 C++
godot.windows.editor.x86_64.exe !VulkanContext:: window_create(int p_window_id, DisplayServer::VSyncMode p_vsync_mode, VkSurfaceKHR_T * p_surface, int p_width, int p_height) 行 1738 C++
godot.windows.editor.x86_64.exe!VulkanContextWindows::window_create(int p_window_id, DisplayServer::VSyncMode p_vsync_mode, HWND * p_window, HINSTANCE _ * p_instance, int p_width, int p_height) 行 56 C++
godot.windows.editor.x86_64.exe!DisplayServerWindows::_create_window(DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, unsigned int p_flags, const Rect2i & p_rect) 行 4216 C++ godot.windows.editor.x86_64.exe!
DisplayServerWindows ::DisplayServerWindows(const String & p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, unsigned int p_flags, const Vector2i * p_position, const Vector2i & p_resolution, int p_screen, Error & r_error) 行 4553 C++
godot.windows.editor .x86_64.exe!DisplayServerWindows::create_func(const String & p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, unsigned int p_flags, const Vector2i * p_position, const Vector2i & p_resolution, int p_screen,错误 & r_error) 行 4617 C++
godot.windows.editor.x86_64.exe!DisplayServer::create(int p_index, const String & p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, unsigned int p_flags, const Vector2i * p_position, const Vector2i & p_resolution, int p_screen, Error & r_error) 行 940 C++
godot.windows.editor.x86_64.exe!Main::setup2() 行 2284 C++
godot.windows.editor.x86_64.exe!Main::setup(const char * execpath, int argc , char * * argv, bool p_second_phase) 行 2092 C++
godot.windows.editor.x86_64.exe!widechar_main(int argc, wchar_t * * argv) 行 165 C++
godot.windows.editor.x86_64.exe!_main() 行 206 C++
godot.windows.editor.x86_64.exe!main(int argc, char * * argv) 行 218 C++

```
</p>
</details> 

  

### Steps to reproduce

Create a new project and use forward+ to start it.

### Minimal reproduction project

N/A. This problem occurs in all new projects when use forward+ to run, as well as old projects. The problem is new and i 've never met it in recent two weeks.