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Standardize renderer names and terms
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@@ -322,7 +322,7 @@ 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 backends on all platforms, including Windows.
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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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@@ -95,17 +95,18 @@ Editor
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Rendering
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---------
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3 rendering *methods* (running over 2 rendering *drivers*) are available:
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Godot 4 includes three renderers:
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- **Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2
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features). The most advanced graphics backend, suited for desktop platforms
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only. Used by default on desktop platforms.
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- **Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2
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features). Less features, but renders simple scenes faster. Suited for mobile
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and desktop platforms. Used by default on mobile platforms.
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- **Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The least
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advanced graphics backend, suited for low-end desktop and mobile platforms.
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Used by default on the web platform.
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- **Forward+**. The most advanced renderer, suited for desktop platforms only.
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Used by default on desktop platforms. This renderer uses **Vulkan**, **Direct3D 12**,
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or **Metal** as the rendering driver, and it uses the **RenderingDevice** backend.
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- **Mobile**. Fewer features, but renders simple scenes faster. Suited for mobile
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and desktop platforms. Used by default on mobile platforms. This renderer uses
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**Vulkan**, **Direct3D 12**, or **Metal** as the rendering driver, and it uses
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the **RenderingDevice** backend.
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- **Compatibility**, sometimes called **GL Compatibility**. The least advanced
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renderer, suited for low-end desktop and mobile platforms. Used by default on
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the web platform. This renderer uses **OpenGL** as the rendering driver.
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See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
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@@ -188,9 +189,9 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
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- HDR rendering with sRGB.
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- Perspective, orthographic and frustum-offset cameras.
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- When using the Forward+ backend, a depth prepass is used to improve
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- When using the Forward+ renderer, a depth prepass is used to improve
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performance in complex scenes by reducing the cost of overdraw.
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- :ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward Mobile.
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- :ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Mobile.
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**Physically-based rendering (built-in material features):**
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@@ -217,10 +218,10 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
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- Specular, indirect light, and volumetric fog energy can be adjusted on a per-light basis.
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- Adjustable light "size" for fake area lights (will also make shadows blurrier).
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- Optional distance fade system to fade distant lights and their shadows, improving performance.
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- When using the Forward+ backend (default on desktop), lights are
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- When using the Forward+ renderer (default on desktop), lights are
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rendered with clustered forward optimizations to decrease their individual cost.
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Clustered rendering also lifts any limits on the number of lights that can be used on a mesh.
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- When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights can
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- When using the Mobile renderer, up to 8 omni lights and 8 spot lights can
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be displayed per mesh resource. Baked lighting can be used to overcome this limit
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if needed.
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@@ -276,10 +277,10 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
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Parallax box correction can optionally be enabled.
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- Screen-space reflections with support for material roughness.
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- Reflection techniques can be mixed together for greater accuracy or scalability.
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- When using the Forward+ backend (default on desktop), reflection probes are
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- When using the Forward+ renderer (default on desktop), reflection probes are
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rendered with clustered forward optimizations to decrease their individual cost.
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Clustered rendering also lifts any limits on the number of reflection probes that can be used on a mesh.
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- When using the Forward Mobile backend, up to 8 reflection probes can be displayed per mesh
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- When using the Mobile renderer, up to 8 reflection probes can be displayed per mesh
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resource. When using the Compatibility renderer, up to 2 reflection probes can
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be displayed per mesh resource.
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@@ -294,10 +295,10 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
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complex skinned meshes with no performance penalty, even if the decal moves every frame.
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- Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
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- Optional distance fade system to fade distant decals, improving performance.
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- When using the Forward+ backend (default on desktop), decals are
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- When using the Forward+ renderer (default on desktop), decals are
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rendered with clustered forward optimizations to decrease their individual cost.
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Clustered rendering also lifts any limits on the number of decals that can be used on a mesh.
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- When using the Forward Mobile backend, up to 8 decals can be displayed per mesh
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- When using the Mobile renderer, up to 8 decals can be displayed per mesh
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resource.
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**Sky:**
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