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Implement changing RenderingDevice at runtime

### Describe the project you are working on I'm working on a 3D platformer on Godot 4 ### Describe the problem or limitation you are having in your project Currently, the rendering device is defined at startup by godot with no ability to change it except through CLI directly at startup. This is inconvenient. lots of games allow to change the backend in the graphics settings at runtime. One advantage would be to allow the game to start in the compatibility mode like opengl 3 at first to guarantee that the game will properly start and then allow to move to vulkan at runtime ### Describe the feature / enhancement and how it helps to overcome the problem or limitation Adding a function allowing to select the RenderingDevice to use at runtime ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams a function such as RenderingDevice.select(VULKAN_FORWARD) etc ### If this enhancement will not be used often, can it be worked around with a few lines of script? I am not aware of workarounds apart from making a separate program that would start the game with CLI arguments ### Is there a reason why this should be core and not an add-on in the asset library? This is a core aspect of godot's hardware abstraction layer

Posted by SeleDreams on Mar 4, 2023, 7:54 AM

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Implement changing RenderingDevice at runtime

SeleDreamsMar 4, 2023, 7:54 AM

### Describe the project you are working on I'm working on a 3D platformer on Godot 4 ### Describe the problem or limitation you are having in your project Currently, the rendering device is defined at startup by godot with no ability to change it except through CLI directly at startup. This is inconvenient. lots of games allow to change the backend in the graphics settings at runtime. One advantage would be to allow the game to start in the compatibility mode like opengl 3 at first to guarantee that the game will properly start and then allow to move to vulkan at runtime ### Describe the feature / enhancement and how it helps to overcome the problem or limitation Adding a function allowing to select the RenderingDevice to use at runtime ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams a function such as RenderingDevice.select(VULKAN_FORWARD) etc ### If this enhancement will not be used often, can it be worked around with a few lines of script? I am not aware of workarounds apart from making a separate program that would start the game with CLI arguments ### Is there a reason why this should be core and not an add-on in the asset library? This is a core aspect of godot's hardware abstraction layer

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