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Update faq's directx12 question

jsjtxietian 1 year ago
parent
commit
661fa2501a
1 changed files with 7 additions and 10 deletions
  1. 7 10
      about/faq.rst

+ 7 - 10
about/faq.rst

@@ -278,8 +278,8 @@ See :ref:`doc_data_paths` for more information.
 If *true* portable operation is desired (e.g. for use on an USB stick),
 If *true* portable operation is desired (e.g. for use on an USB stick),
 follow the steps in :ref:`doc_data_paths_self_contained_mode`.
 follow the steps in :ref:`doc_data_paths_self_contained_mode`.
 
 
-Why does Godot use Vulkan or OpenGL instead of Direct3D?
---------------------------------------------------------
+Why does Godot prioritize Vulkan and OpenGL over Direct3D?
+----------------------------------------------------------
 
 
 Godot aims for cross-platform compatibility and open standards first and
 Godot aims for cross-platform compatibility and open standards first and
 foremost. OpenGL and Vulkan are the technologies that are both open and
 foremost. OpenGL and Vulkan are the technologies that are both open and
@@ -287,14 +287,11 @@ available on (nearly) all platforms. Thanks to this design decision, a project
 developed with Godot on Windows will run out of the box on Linux, macOS, and
 developed with Godot on Windows will run out of the box on Linux, macOS, and
 more.
 more.
 
 
-Since Godot only has a few people working on its renderer, we would prefer
-having fewer rendering backends to maintain. On top of that, using a single API
-on all platforms allows for greater consistency with fewer platform-specific
-issues.
-
-In the long term, we may develop a Direct3D 12 renderer for Godot (mainly for
-Xbox), but Vulkan and OpenGL will remain the default rendering
-backends on all platforms, including Windows.
+While Vulkan and OpenGL remain our primary focus for their open standard and 
+cross-platform benefits, Godot 4.3 introduced experimental support for Direct3D 12. 
+This addition aims to enhance performance and compatibility on platforms where 
+Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL 
+will continue as the default rendering backends on all platforms, including Windows.
 
 
 Why does Godot aim to keep its core feature set small?
 Why does Godot aim to keep its core feature set small?
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