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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Raise real-world problems, find people facing the same issue, and discuss solutions.2,500 issues0 comments
github (Software)
[Meta] Feedback on granular control over Copilot changes
unexpected status 401 Unauthorized issue
[MODEL] Measurable quality regression in Claude generation 5 (Fable 5 / Opus 5 / Sonnet 5): worse nonsense detection, ~2x verbosity, under-disclosed model fallb
[CRITICAL] Subagent spawning and subagent pattern bugs trigger infinite recursion, infinite token usage, grossly inefficient token usage, and lost accumulated s
Video stops playing after some minutes
[MODEL] Claude verbose code comments by default — ignores instructions to stop.
Scope Codex VS Code chats to the current workspace/project
Update on "Co-authored-by: Copilot" in commit messages
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
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