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Merge pull request #8827 from skyace65/XR_Renderer_Note
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Update note the renderer to use for XR projects
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mhilbrunner authored Jan 25, 2024
2 parents 81df404 + f774b15 commit fd40721
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3 changes: 2 additions & 1 deletion tutorials/xr/setting_up_xr.rst
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Expand Up @@ -39,7 +39,8 @@ While in Godot 3 most things worked out of the box, Godot 4 needs a little more
As Godot 4 is still in development, many post process effects have not yet been updated to support stereoscopic rendering. Using these will have adverse effects.

.. note::
Godot also has the choice between a desktop and mobile Vulkan renderer. There are a number of optimisations added to the mobile renderer that benefit XR applications. You may wish to enable this even on desktop.
Godot 4 has 3 renderer options, Compatibility, Mobile, and Forward+. In the future XR desktop projects should use Forward+, and projects for stand-alone headsets
should use Mobile. However Compatibility is the recommended renderer for now due to it having the best XR performance.

OpenXR
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