@@ -217,6 +217,8 @@ wouldn't have. Both the clustered and mobile
217217:ref: `doc_internal_rendering_architecture_methods ` can be used with a Metal
218218backend via MoltenVK.
219219
220+ .. UPDATE: Planned feature. When the native Metal driver is implemented, update this.
221+
220222 A native Metal driver is planned in the future for better performance and
221223compatibility.
222224
@@ -395,6 +397,9 @@ allows maximizing the performance of bilinear 3D scaling.
395397The ``configure() `` function in RenderSceneBuffersRD reallocates the 2D/3D
396398buffers when the resolution or scaling changes.
397399
400+ .. UPDATE: Planned feature. When dynamic resolution scaling is supported,
401+ .. update this paragraph.
402+
398403 Dynamic resolution scaling isn't supported yet, but is planned in a future Godot
399404release.
400405
@@ -413,6 +418,9 @@ release.
4134182D light rendering is performed in a single pass to allow for better performance
414419with large amounts of lights.
415420
421+ .. UPDATE: Planned feature. When Forward+ and Mobile feature 2D batching,
422+ .. update this.
423+
416424 The Forward+ and Mobile rendering methods don't feature 2D batching yet, but
417425it's planned for a future release.
418426
@@ -476,6 +484,9 @@ apart so that each object is only touched by 1 or 2 shadowed lights at a time.
476484The maximum number of lights visible at once can be adjusted in the project
477485settings.
478486
487+ .. UPDATE: Planned feature. When static and dynamic shadow rendering are
488+ .. separated, update this paragraph.
489+
479490 In all 3 methods, lights without shadows are much cheaper than lights with
480491shadows. To improve performance, lights are only updated when the light is
481492modified or when objects in its radius are modified. Godot currently doesn't
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