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Copy file name to clipboardExpand all lines: doc/classes/ProjectSettings.xml
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- [code]d3d12[/code], Direct3D 12 from native drivers. If [member rendering/rendering_device/fallback_to_d3d12] is enabled, this is used as a fallback if Vulkan is not supported.
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[b]Note:[/b] Starting with Godot 4.6, new projects are configured by default to use [code]d3d12[/code] on Windows. Projects created before Godot 4.6 keep [code]vulkan[/code] for compatibility reasons, but it is recommended to switch them manually to [code]d3d12[/code].
Comma-separated list of device names that should be excluded from initializing a RenderingDevice. When used in combination with [member rendering/rendering_device/fallback_to_opengl3], the compatibility renderer will be used instead if the platform supports it. This setting can be used to redirect users with underperforming or broken drivers to the Compatibility renderer.
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[b]Note:[/b] The name must be an exact match. Use [method RenderingDevice.get_device_name] to retrieve the device's name.
If [code]true[/code], the Forward+ renderer will fall back to Direct3D 12 if Vulkan is not supported. The fallback is always attempted regardless of this setting if Vulkan driver support was disabled at compile time.
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[b]Note:[/b] This setting is implemented only on Windows.
ERR_FAIL_COND_V_MSG((device_index < 0) || (device_index >= int32_t(device_count)), ERR_CANT_CREATE, "None of the devices supports both graphics and present queues.");
ERR_FAIL_COND_V_MSG((device_index < 0) || (device_index >= int32_t(context->device_get_count())), ERR_CANT_CREATE, "None of the devices supports both graphics and present queues.");
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