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Mention increased binary size of exported binaries in Upgrading to Godot 4
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@@ -12,7 +12,9 @@ and disadvantages that upgrading would bring to your project.
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Advantages of upgrading
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^^^^^^^^^^^^^^^^^^^^^^^
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Along with the new features present in 4.0, upgrading gives the following advantages:
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Along with the
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`new features present in 4.0 <https://github.com/godotengine/godot/blob/master/CHANGELOG.md>`__,
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upgrading gives the following advantages:
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- Many bugs are fixed in 4.0, but cannot be resolved in 3.x for various reasons
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(such as graphics API differences or backwards compatibility).
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@@ -42,6 +44,13 @@ Godot 3.x for the following reasons:
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- Godot 4's baseline hardware requirements (such as memory usage) are slightly
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higher, both for the editor and exported projects. This was required for the
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implementation of some core optimizations.
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- Since Godot 4 includes more features than Godot 3, Godot 4's binary size for
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exported projects is larger. While this can be mitigated by
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:ref:`optimizing a build for size <doc_optimizing_for_size>`, a 4.0 build with
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a given set of enabled modules will remain larger compared to a 3.x build with
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the same modules. This can be an issue for
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:ref:`exporting to the Web <doc_exporting_for_web>`, as binary size directly
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influences how fast the engine can initialize (regardless of download speed).
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- Godot 4 does not and will not have support for GLES2 rendering.
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(There is still support for GLES3 rendering using the new OpenGL backend,
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which means that devices without Vulkan support can still run Godot 4.)
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@@ -76,6 +85,9 @@ in future Godot releases:
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platforms will be restored in future 4.x releases as upstream support
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improves.
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You can find a more complete list of functional regressions by searching for
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`issues labeled "regression" but not "bug" on GitHub <https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Aregression+-label%3Abug>`__.
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Preparing before the upgrade (optional)
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---------------------------------------
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