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Merge pull request #11502 from Calinou/compiling-for-windows-d3d12-default
Update Compiling for Windows following Direct3D 12 being enabled by default
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@@ -522,7 +522,7 @@ JNLM (Non-Local Means with Joint Filtering)
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JNLM is the default denoising method and is included in Godot. It uses a simple
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but efficient denoising algorithm known as *non-local means*. JNLM runs on the
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GPU using a compute shader, and is compatible with any GPU that can run Godot
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4's Vulkan-based rendering methods. No additional setup is required.
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4's RenderingDevice-based renderers. No additional setup is required.
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JNLM's denoising can be adjusted using the **Denoiser Strength** property that
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is visible when **Use Denoiser** enabled. Higher values can be more effective at
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@@ -72,7 +72,7 @@ Here are the known limitations and issues of the Android editor:
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- No support for Android plugins as they require gradle build support. GDExtensions plugins are supported.
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- No C#/Mono support.
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- No support for external script editors.
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- While available, the *Vulkan Forward+* renderer is not recommended due to severe performance issues.
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- While available, the Forward+ renderer is not recommended due to severe performance issues.
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- UX not optimized for Android phones form-factor.
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- `Android Go devices <https://developer.android.com/guide/topics/androidgo>`__ lacks
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the *All files access* permission required for device read/write access.
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@@ -60,7 +60,7 @@ There are several workarounds for this:
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The editor or project takes a very long time to start
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-----------------------------------------------------
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When using one of the Vulkan-based renderers (Forward+ or Mobile), the first
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When using one of the RenderingDevice-based renderers (Forward+ or Mobile), the first
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startup is expected to be relatively long. This is because shaders
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need to be compiled before they can be cached. Shaders also need to be cached
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again after updating Godot, after updating graphics drivers or after switching
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