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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 This also removes an outdated FAQ question, since a lot of time has passed since that question was written (Godot only had Vulkan and OpenGL support back then).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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