Selecting a Rendering Backend for Dual‑Platform 2D Games in Godot 4
Goal Determine the most appropriate rendering backend for a 2D title that targets both high‑end desktop PCs and low‑end Android devices. Constraints & Uncertainty The project must run on Vulkan‑capable desktops and on devices that may only support a subset of Vulkan features. Light2D nodes and sprite batching are central to the visual style, yet the curr