-
-
Notifications
You must be signed in to change notification settings - Fork 21.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Bump the minimum Android target api to 21 (Android Lollipop) #67610
Bump the minimum Android target api to 21 (Android Lollipop) #67610
Conversation
0db7466
to
2f04e08
Compare
Does this also apply when using the OpenGL renderer? I'd be hesitant to drop support for devices that can run the OpenGL renderer still. |
It shouldn't, but that would require us to provide separate template builds for Android, one with Vulkan enabled and the other without. It's worth discussing whether we're willing to increase the build and maintenance complexity of fully disabling Vulkan in a 4.0 build. |
I think Android 7 as a minimum requirements is fine, no need for a seperate build template. |
2f04e08
to
6b0daa2
Compare
We should be able to load the Vulkan library dynamically, and fallback to GLES3 if not present, no? That's the same principle for GLESv2 and GLESv3 support in 3.x. For 3.x I think GLESv3 is provided as a stub even when not supported so we can fallback, but for Vulkan it should be even simpler as we use Volk which So unless there's very significant benefit for moving to 7.0, I would prefer not dropping ~6% of the market. |
According to this blog post that should be possible, though I'd like to get @BastiaanOlij take on it since he has been driving the mobile renderer implementation. |
I'd prefer to have the baseline on Android 6.0 – ideally 5.1, but I recognize that may be difficult. We probably don't need to support Android below 6.0 when Godot 4.0 is released, but I think there's still a fair amount of users on Android 6.0 wishing to use the OpenGL renderer. Also, in my experience, Vulkan support is pretty broken on Android 7 and 8 anyway. The first version where it's actually usable is Android 9. If you actually set the baseline for good Vulkan support, it would be Android 9, which is too high. |
474439c
to
f521a45
Compare
f521a45
to
2aba13e
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Bumping to API 21 makes perfect sense for Godot 4.0. OpenGL ES 3.0 support pre-Android 5 would anyway be quite unreliable, and any Google Play release now needs to support x86_64/arm64 so API 21 is a requirement.
Thanks! |
Following the discussion below, bump the minimum Android target api to 21 (Android 5 Lollipop).
Fixes #62464
Fixes #63945
According to Google stats, raising the min supported version to Android 5 provides 98.8% device coverage.