Android: Bump the minimum api version and hardware version for Vulkan support - #117355
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What percentage of current users would that exclude for e.g. the Godot Editor on Google Play? |
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I'm all for upping the min recommended version to use the Vulkan driver, but doesn't this mean that it wouldn't be possible to install an app with fallback to OpenGL on these devices? This might go against what we're trying to do in #114926, allowing users to support both Vulkan and OpenGL depending on the device. (That's not necessarily very practical for 3D games, but for 2D it can have similar visuals and helps maximize device support, which can be important for some games.) CC @mihe @DarioSamo |
As far as I can tell, the correct behavior here would be to remove this requirement altogether if fallback to OpenGL is enabled in the configuration, thus respecting what the user wants. Otherwise I don't see how it could ever trigger the fallback if it doesn't even let you install the application unless Vulkan is supported. On the C++ side, you could also make the Vulkan context fail to initialize if this version requirement isn't matched (which I believe we support 1.0 at the moment), thus triggering the OpenGL fallback if enabled. |
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The manifest changes are now optional (
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Thanks! |
…ments Android: Bump the minimum api version and hardware version for Vulkan support

Follows the recommendations from https://developer.android.com/games/develop/vulkan/native-engine-support#recommendations
This bumps the min supported SDK for the Android editor in order to match the minimum requirements for vulkan support. It also updates the Android editor manifest to require vulkan hardware level 1, and vulkan version 1.1.
For the Android export templates, this also bumps the requirement to vulkan version 1.1 when
fallback_to_opengl3is disabled. Whenfallback_to_opengl3is enabled, vulkan version 1.1 support is made optional.