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This also removes an outdated FAQ question, since a lot of time has passed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).
This commit is contained in:
Hugo Locurcio
2025-11-27 23:56:53 +01:00
parent 40ec4bd1a0
commit 856f241cfb
6 changed files with 17 additions and 27 deletions

View File

@@ -309,21 +309,6 @@ See :ref:`doc_data_paths` for more information.
If *true* portable operation is desired (e.g. for use on a USB stick),
follow the steps in :ref:`doc_data_paths_self_contained_mode`.
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.
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 drivers on all platforms, including Windows.
Why does Godot aim to keep its core feature set small?
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