As the alpha of Godot 4.0 comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of renderin

About Godot4, Vulkan, GLES3 and GLES2

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2021-07-18 15:30:10

As the alpha of Godot 4.0 comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of rendering back-ends.

OpenGL will most likely not be supported at the time Godot 4.0 is out. The renderer design and all resulting code had to be re-implemented entirely from scratch in order to support Vulkan and modern rendering techniques. This took an enormous amount of work (more than two years, close to three at the time of release).

Support will definitely be implemented by the time 4.1 is out, hopefully some months later. One of our main goals for the 4.x releases it to provide them in a timely manner, so you will not have to wait a whole year for it. That said, given 4.0 has so much new code (the engine was rewritten significantly), it will also require a large amount of time dedicated to bug-fixing and stabilization even after stable.

In the beginning, we wanted to support Vulkan alongside GLES2, which is why in the project manager you can see a disabled option for GLES2.

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