#godot Moving to #Vulkan (and ES 2.0) instead of #OpenGL ES 3.0 https://godotengine.org/article/abandoning-gles3-vulkan-and-gles2
The rationale for the OpenGL ES 3 renderer was having a single codebase for targeting all platforms. This sounds really good in theory and we could say it *almost* works, but...
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