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DarioSamoCalinou
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Update doc/classes/ProjectSettings.xml
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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doc/classes/ProjectSettings.xml

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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].
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</member>
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<member name="rendering/rendering_device/excluded_device_list" type="String" setter="" getter="" default="&quot;&quot;">
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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.
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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 of the full GPU model name (case-sensitive). Use [method RenderingDevice.get_device_name] to retrieve the device's name.
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</member>
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<member name="rendering/rendering_device/fallback_to_d3d12" type="bool" setter="" getter="" default="true">
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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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