Skip to content

Commit

Permalink
Merge pull request #9118 from jsjtxietian/faq-dx12
Browse files Browse the repository at this point in the history
Update faq's directx12 question
  • Loading branch information
mhilbrunner committed Mar 22, 2024
2 parents ebeec1f + 661fa25 commit df57799
Showing 1 changed file with 7 additions and 10 deletions.
17 changes: 7 additions & 10 deletions about/faq.rst
Original file line number Diff line number Diff line change
Expand Up @@ -278,23 +278,20 @@ See :ref:`doc_data_paths` for more information.
If *true* portable operation is desired (e.g. for use on an USB stick),
follow the steps in :ref:`doc_data_paths_self_contained_mode`.

Why does Godot use Vulkan or OpenGL instead of Direct3D?
--------------------------------------------------------
Why does Godot prioritize Vulkan and OpenGL over Direct3D?
----------------------------------------------------------

Godot aims for cross-platform compatibility and open standards first and
foremost. OpenGL and Vulkan are the technologies that are both open and
available on (nearly) all platforms. Thanks to this design decision, a project
developed with Godot on Windows will run out of the box on Linux, macOS, and
more.

Since Godot only has a few people working on its renderer, we would prefer
having fewer rendering backends to maintain. On top of that, using a single API
on all platforms allows for greater consistency with fewer platform-specific
issues.

In the long term, we may develop a Direct3D 12 renderer for Godot (mainly for
Xbox), but Vulkan and OpenGL will remain the default rendering
backends on all platforms, including Windows.
While Vulkan and OpenGL remain our primary focus for their open standard and
cross-platform benefits, Godot 4.3 introduced experimental support for Direct3D 12.
This addition aims to enhance performance and compatibility on platforms where
Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL
will continue as the default rendering backends on all platforms, including Windows.

Why does Godot aim to keep its core feature set small?
------------------------------------------------------
Expand Down

0 comments on commit df57799

Please sign in to comment.