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has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Rendering is significantly more efficient in Godot 4.0, Low level rendering access.
x branch used OpenGL ES 2.0 / OpenGL 2.1 ( GLES2 ) as its rendering API. This worked well, but had many limitations preventing us to use more modern rendering techniques. all rendering code was rewritten to use the more modern OpenGL ES 3.0 / OpenGL 3.3 renderer was removed. renderer was removed. OpenGL ES 2.0
This can be ideal for cinematics who have been looking for a way to fully automate in game camera systems. Yes, in the past, Unity has come up a little short when it came to interior renderings. Now, though, with Cinemachine, these interior renderings are beginning to look absolutely stunning. It’s easy to import files.
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