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Update Compiling for Windows following Direct3D 12 being enabled by default
The recommendation is now to leave `d3d12` to its default `yes` value, which means installing Direct3D 12 dependencies is considered required by default. You can still skip the dependencies by compiling with `d3d12=no`, which matches the behavior of self-compiled builds prior to Godot 4.6. This also removes an outdated FAQ question, since a lot of time has passed since that question was written (Godot only had Vulkan and OpenGL support back then).
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@@ -309,21 +309,6 @@ See :ref:`doc_data_paths` for more information.
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If *true* portable operation is desired (e.g. for use on a USB stick),
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follow the steps in :ref:`doc_data_paths_self_contained_mode`.
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Why does Godot prioritize Vulkan and OpenGL over Direct3D?
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----------------------------------------------------------
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Godot aims for cross-platform compatibility and open standards first and
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foremost. OpenGL and Vulkan are the technologies that are both open and
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available on (nearly) all platforms. Thanks to this design decision, a project
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developed with Godot on Windows will run out of the box on Linux, macOS, and
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more.
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While Vulkan and OpenGL remain our primary focus for their open standard and
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cross-platform benefits, Godot 4.3 introduced experimental support for Direct3D 12.
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This addition aims to enhance performance and compatibility on platforms where
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Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL
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will continue as the default rendering drivers on all platforms, including Windows.
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Why does Godot aim to keep its core feature set small?
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------------------------------------------------------
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@@ -314,7 +314,7 @@ the end of the description:
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.. code-block:: none
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[b]Note:[/b] Only available when using the Vulkan renderer.
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[b]Note:[/b] Only available when using the Forward+ renderer.
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To denote crucial information that could cause security issues or loss of data
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if not followed carefully, add a paragraph starting with "[b]Warning:[/b]" at
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@@ -15,7 +15,6 @@ Requirements
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For compiling under Windows, the following is required:
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- A C++ compiler. Use one of the following:
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- `Visual Studio Community <https://www.visualstudio.com/vs/community/>`_,
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@@ -36,6 +35,8 @@ For compiling under Windows, the following is required:
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- `SCons 4.0+ <https://scons.org/pages/download.html>`_ build system. Using the
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latest release is recommended, especially for proper support of recent Visual
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Studio releases.
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- :ref:`Direct3D 12 dependencies <doc_compiling_for_windows_installing_d3d12_requirements>`
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(can be skipped with the ``d3d12=no`` SCons option if Direct3D 12 support is not desired).
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.. note:: If you have `Scoop <https://scoop.sh/>`_ installed, you can easily
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install MinGW and other dependencies using the following command:
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@@ -182,17 +183,21 @@ dependencies. Running it will bring up the Project Manager.
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:ref:`doc_data_paths_self_contained_mode` by creating a file called
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``._sc_`` or ``_sc_`` in the ``bin/`` folder.
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Compiling with support for Direct3D 12
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--------------------------------------
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.. _doc_compiling_for_windows_installing_d3d12_requirements:
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By default, builds of Godot do not contain support for the Direct3D 12 graphics
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API.
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Installing Direct3D 12 requirements
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-----------------------------------
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By default, Windows builds of Godot contain support for the Direct3D 12 graphics
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API. Compiling with Direct3D 12 support requires additional dependencies
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to be installed. If you wish to skip this step, you can use the ``d3d12=no``
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SCons option; Vulkan and OpenGL support will remain available if you do so.
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You can install the required dependencies by running
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``python misc/scripts/install_d3d12_sdk_windows.py``
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in the Godot source repository. After running this script, add the ``d3d12=yes``
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SCons option to enable Direct3D 12 support. This will use the default paths for
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the various dependencies, which match the ones used in the script.
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in the Godot source repository. After running this script, compile Godot as usual.
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This will use the default paths for the various dependencies, which match the
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ones used in the script.
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You can find the detailed steps below if you wish to set up dependencies
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manually, but the above script handles everything for you (including the
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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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