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Update Renderer recommendation for VR Projects (4.7)
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tutorials/rendering/renderers.rst

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@@ -65,16 +65,17 @@ Choose **Forward+** if:
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Choose **Mobile** if:
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- You are developing for newer mobile devices, desktop XR, or desktop.
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- You are developing for newer mobile devices, desktop XR, standalone XR, or
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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, 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 older mobile devices, or older desktop devices.
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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.
@@ -151,9 +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. 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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| XR | ⚠️ Supported, but not | ✔️ Yes. Recommended for | ⚠️ Supported, but poorly |
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| | recommended. Use Mobile | desktop and standalone | optimized. Use Mobile or |
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| | instead. | headsets. | 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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@@ -38,9 +38,9 @@ Which Renderer to use
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Godot has 3 renderer options for projects: Compatibility, Mobile, and Forward+.
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The current recommendation is to use the Mobile renderer for any desktop VR project,
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and use the Compatibility renderer for any project running on a standalone headset
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like the Meta Quest 3. XR projects will run with the Forward+ renderer, but it isn't
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well optimized for XR right now compared to the other two.
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or any project running on a standalone headset like the Meta Quest 3. XR projects
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will run with the Forward+ renderer, but it isn't well optimized for XR right now
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compared to the other two.
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OpenXR
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