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Merge pull request #10256 from skyace65/XR-Renderer
Update recommended renderer for XR
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tutorials/rendering/renderers.rst

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@@ -66,16 +66,16 @@ Choose **Forward+** if:
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Choose **Mobile** if:
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- You are developing for newer mobile devices, XR, or desktop.
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- You are developing for newer mobile devices, desktop XR, or desktop.
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- You have relatively new hardware which supports Vulkan, Direct3D 12, or Metal.
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- You are developing a 3D game.
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- You want to use advanced rendering features, subject to the limitations
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of mobile hardware.
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Choose **Compatibility** if:
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- You are developing for older mobile devices, or older desktop devices. The
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Compatibility renderer supports the widest range of hardware.
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- You are developing for older mobile devices, older desktop devices, or
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standalone XR. The Compatibility renderer supports the widest range of hardware.
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- You are developing for web. In this case, Compatibility is the only choice.
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- You have older hardware which does not support Vulkan. In this case,
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Compatibility is the only choice.
@@ -152,8 +152,9 @@ Overall comparison
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| | | | optimized. Use Mobile or |
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| | | | Compatibility instead. |
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+---------------------+--------------------------+--------------------------+--------------------------+
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| XR | ✔️ Yes. | ✔️ Yes. | ✔️ Yes. |
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| | | | |
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| XR | ✔️ Yes. Recommended for | ✔️ Yes. Recommended for | ⚠️ Supported, but poorly |
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| | standalone headsets. | desktop headsets. | optimized. Use Mobile or |
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| | | | Compatibility instead. |
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+---------------------+--------------------------+--------------------------+--------------------------+
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| Web | ✔️ Yes. | ❌ No. | ❌ No. |
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+---------------------+--------------------------+--------------------------+--------------------------+

tutorials/xr/setting_up_xr.rst

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@@ -39,8 +39,9 @@ While in Godot 3 most things worked out of the box, Godot 4 needs a little more
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As Godot 4 is still in development, many post process effects have not yet been updated to support stereoscopic rendering. Using these will have adverse effects.
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.. note::
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Godot 4 has 3 renderer options, Compatibility, Mobile, and Forward+. In the future XR desktop projects should use Forward+, and projects for stand-alone headsets
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should use Mobile. However Compatibility is the recommended renderer for now due to it having the best XR performance.
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Godot 4 has 3 renderer options, Compatibility, Mobile, and Forward+. In the future XR desktop projects should use Forward+, and projects for standalone headsets
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should use Mobile. Currently Compatibility is the recommended renderer for standalone headsets, and ironically Mobile is the recommended renderer for desktop.
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This is based on current XR performance on the different devices with each renderer.
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OpenXR
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