@@ -95,17 +95,18 @@ Editor
9595Rendering
9696---------
9797
98- 3 rendering *methods * (running over 2 rendering *drivers *) are available:
99-
100- - **Forward+ **, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2
101- features). The most advanced graphics backend, suited for desktop platforms
102- only. Used by default on desktop platforms.
103- - **Forward Mobile **, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2
104- features). Less features, but renders simple scenes faster. Suited for mobile
105- and desktop platforms. Used by default on mobile platforms.
106- - **Compatibility **, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The least
107- advanced graphics backend, suited for low-end desktop and mobile platforms.
108- Used by default on the web platform.
98+ Godot 4 includes three renderers:
99+
100+ - **Forward+ **. The most advanced renderer, suited for desktop platforms only.
101+ Used by default on desktop platforms. This renderer uses **Vulkan **, **Direct3D 12 **,
102+ or **Metal ** as the rendering driver, and it uses the **RenderingDevice ** backend.
103+ - **Mobile **. Fewer features, but renders simple scenes faster. Suited for mobile
104+ and desktop platforms. Used by default on mobile platforms. This renderer uses
105+ **Vulkan **, **Direct3D 12 **, or **Metal ** as the rendering driver, and it uses
106+ the **RenderingDevice ** backend.
107+ - **Compatibility **, sometimes called **GL Compatibility **. The least advanced
108+ renderer, suited for low-end desktop and mobile platforms. Used by default on
109+ the web platform. This renderer uses **OpenGL ** as the rendering driver.
109110
110111See :ref: `doc_renderers ` for a detailed comparison of the rendering methods.
111112
@@ -188,9 +189,9 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
188189
189190- HDR rendering with sRGB.
190191- Perspective, orthographic and frustum-offset cameras.
191- - When using the Forward+ backend , a depth prepass is used to improve
192+ - When using the Forward+ renderer , a depth prepass is used to improve
192193 performance in complex scenes by reducing the cost of overdraw.
193- - :ref: `doc_variable_rate_shading ` on supported GPUs in Forward+ and Forward Mobile.
194+ - :ref: `doc_variable_rate_shading ` on supported GPUs in Forward+ and Mobile.
194195
195196**Physically-based rendering (built-in material features): **
196197
@@ -217,10 +218,10 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
217218- Specular, indirect light, and volumetric fog energy can be adjusted on a per-light basis.
218219- Adjustable light "size" for fake area lights (will also make shadows blurrier).
219220- Optional distance fade system to fade distant lights and their shadows, improving performance.
220- - When using the Forward+ backend (default on desktop), lights are
221+ - When using the Forward+ renderer (default on desktop), lights are
221222 rendered with clustered forward optimizations to decrease their individual cost.
222223 Clustered rendering also lifts any limits on the number of lights that can be used on a mesh.
223- - When using the Forward Mobile backend , up to 8 omni lights and 8 spot lights can
224+ - When using the Mobile renderer , up to 8 omni lights and 8 spot lights can
224225 be displayed per mesh resource. Baked lighting can be used to overcome this limit
225226 if needed.
226227
@@ -276,10 +277,10 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
276277 Parallax box correction can optionally be enabled.
277278- Screen-space reflections with support for material roughness.
278279- Reflection techniques can be mixed together for greater accuracy or scalability.
279- - When using the Forward+ backend (default on desktop), reflection probes are
280+ - When using the Forward+ renderer (default on desktop), reflection probes are
280281 rendered with clustered forward optimizations to decrease their individual cost.
281282 Clustered rendering also lifts any limits on the number of reflection probes that can be used on a mesh.
282- - When using the Forward Mobile backend , up to 8 reflection probes can be displayed per mesh
283+ - When using the Mobile renderer , up to 8 reflection probes can be displayed per mesh
283284 resource. When using the Compatibility renderer, up to 2 reflection probes can
284285 be displayed per mesh resource.
285286
@@ -294,10 +295,10 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
294295 complex skinned meshes with no performance penalty, even if the decal moves every frame.
295296- Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
296297- Optional distance fade system to fade distant decals, improving performance.
297- - When using the Forward+ backend (default on desktop), decals are
298+ - When using the Forward+ renderer (default on desktop), decals are
298299 rendered with clustered forward optimizations to decrease their individual cost.
299300 Clustered rendering also lifts any limits on the number of decals that can be used on a mesh.
300- - When using the Forward Mobile backend , up to 8 decals can be displayed per mesh
301+ - When using the Mobile renderer , up to 8 decals can be displayed per mesh
301302 resource.
302303
303304**Sky: **
@@ -462,14 +463,12 @@ Scripting
462463:ref: `C#: <toc-learn-scripting-C# >`
463464
464465- Packaged in a separate binary to keep file sizes and dependencies down.
465- - Supports .NET 6 and higher.
466+ - Supports .NET 8 and higher.
466467
467- - Full support for the C# 10 .0 syntax and features.
468+ - Full support for the C# 12 .0 syntax and features.
468469
469- - Supports Windows, Linux, and macOS. As of 4.2 experimental support for Android
470- and iOS is also available (requires a .NET 7.0 project for Android and 8.0 for iOS).
470+ - Supports Windows, Linux, and macOS. Since Godot 4.2, experimental support for Android and iOS is also available.
471471
472- - On the Android platform only some architectures are supported: ``arm64 `` and ``x64 ``.
473472 - On the iOS platform only some architectures are supported: ``arm64 ``.
474473 - The web platform is currently unsupported. To use C# on that platform,
475474 consider Godot 3 instead.
@@ -489,7 +488,7 @@ Scripting
489488 - Use any build system and language features you wish.
490489
491490- Actively developed GDExtension bindings for `D <https://github.com/godot-dlang/godot-dlang >`__,
492- `Haxe < https://hxgodot.github.io/ >`__, ` Swift <https://github.com/migueldeicaza/SwiftGodot >`__, and `Rust <https://github.com/godot-rust/gdextension >`__
491+ `Swift <https://github.com/migueldeicaza/SwiftGodot >`__, and `Rust <https://github.com/godot-rust/gdextension >`__
493492 bindings provided by the community. (Some of these bindings may be experimental and not production-ready).
494493
495494Audio
@@ -653,7 +652,7 @@ XR support (AR and VR)
653652
654653 - Including support for popular desktop headsets like the Valve Index, WMR headsets, and Quest over Link.
655654
656- - Support for :ref: `Android based headsets <doc_deploying_to_android >` using OpenXR through a plugin.
655+ - Support for :ref: `Android- based headsets <doc_deploying_to_android >` using OpenXR through a plugin.
657656
658657 - Including support for popular stand alone headsets like the Meta Quest 1/2/3 and Pro, Pico 4, Magic Leap 2, and Lynx R1.
659658
0 commit comments