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Choose and verify a renderer

Compatibility, Mobile and Forward+: actual features, drivers and fallback.

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Choose a renderer from the required effects and the slowest device you intend to support. Do not choose from a “best quality” label alone: the renderer does not provide finished assets, correct lighting or a frame-time budget automatically.

Rendering method and driver are different

Rendering methodBackend / driver familyStarting use case
Compatibility (gl_compatibility)OpenGL-family path; no global RenderingDevice.OpenGL targets, broader hardware coverage, simpler 2D/3D or web. Test the actual target's API support.
Mobile (mobile)RenderingDevice; Vulkan, D3D12 or Metal where the build/platform supports them.A smaller rendering feature set for constrained 3D or XR workloads; measure on the device.
Forward+ (forward_plus)RenderingDevice; Vulkan, D3D12 or Metal where available.Projects needing the effects implemented in this path, with an adequate GPU budget.

“Mobile” is a rendering method, not a restriction to phones. It also runs on desktop. Forward+ is not a guarantee that every feature works on every mobile device. Compatibility can be a deliberate choice on a modern PC; it is not automatically the fastest renderer for every scene.

The driver is the graphics API implementation. A Vulkan-capable device does not by itself prove acceptable frame time, memory capacity, export availability or support for every optional effect. Headless/dummy rendering is not a graphical acceptance test.

Compare the features you actually need

The table describes implementation availability in Reckfell 1.0.0. It is not a visual-parity or performance guarantee.

FeatureCompatibilityMobileForward+
Global RenderingDevice accessNoYesYes
3D MSAAYesYesYes
FXAA / SMAANo rendered effect in the tested Compatibility pathSupportedSupported
TAA / FSR2NoNoSupported
SSAOSupported; verified on the installed OpenGL runtimeNoSupported
GlowSupported; verified on the installed OpenGL runtimeSupportedSupported
Depth-of-field blurNoSupportedSupported
Auto exposureNoNoSupported

See 3D antialiasing, resolution scaling and Environment and post-processing for settings and tradeoffs. Other effects have their own renderer requirements: absence from this short table does not imply support everywhere.

A property getter can retain a requested value even when the backend does not execute that effect. This occurs for TAA/FXAA requests in the tested Compatibility path. Confirm the active renderer, inspect warnings, then compare rendered output; do not infer support from a checkbox or getter alone.

Switch and verify

  1. Save the project and preserve a known-good camera/material/light setup for comparison.
  2. Select the rendering method in the editor's upper-right renderer menu. Apply the requested restart. The underlying project setting is rendering/renderer/rendering_method.
  3. Check platform overrides such as .mobile or .web; the editor's desktop appearance is not proof of an exported build's configuration.
  4. In the running game, use RenderingServer.GetCurrentRenderingMethod() and GetCurrentRenderingDriverName(). The RendererInfo example prints both and handles an unavailable RenderingDevice query.
  5. Recheck tone mapping, exposure, shadows, transparent materials, AA and resolution scaling on the same scene. Check a moving camera too when evaluating temporal effects.
  6. Measure frame time and memory in a representative scene on the target device before adopting the configuration.

For a diagnostic launch, the command-line options are --rendering-method gl_compatibility --rendering-driver opengl3, or --rendering-method mobile --rendering-driver vulkan, or --rendering-method forward_plus --rendering-driver vulkan. These are argument pairs, not complete shell commands. The executable, project path and driver availability depend on your installation. An unsupported method/driver combination is not made valid by passing both arguments.

Account for fallback

The RenderingDevice fallback settings are rendering/rendering_device/fallback_to_vulkan, fallback_to_d3d12 and fallback_to_opengl3. Availability and fallback order depend on the platform, compiled drivers and requested configuration. Do not promise a fixed “Vulkan always falls back to D3D12” sequence on every OS.

A fallback may make a project start with different effects. Log the actual method/driver when diagnosing a player's report. If a feature is essential, provide a deliberate supported mode or an explicit unsupported-configuration outcome instead of silently assuming the original renderer remained active. This guide does not claim to have injected driver failures or tested every fallback path.

Choose by a small acceptance checklist

QuestionEvidence to collect
Does it start on the minimum target?An actual run of the exported build there, not just this PC's editor.
Do required effects render?A controlled output comparison in the active renderer, not a stored setting.
Is the image stable in motion?Camera movement, thin geometry and changing light; a static screenshot is insufficient.
Is the cost acceptable?Frame time and memory in representative content, at the intended resolution.
Is the low-quality mode usable?A separately configured and tested scene/material/lighting path.

The current local evidence confirms startup, method/driver reporting and device queries for Compatibility/OpenGL, Mobile/Vulkan and Forward+/Vulkan on Windows. Existing pixel checks cover selected Compatibility and Forward+ lighting/AA/scaling behavior; the Mobile probe does not prove all its effects. Other hardware, D3D12/Metal, platform exports, fallback failures and performance budgets remain separate validation.

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