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You know, @Xrayez I think you may be correct on this one. The issue of DirectX 12 is a non-starter, as there are already proprietary APIs used in Godot for years and this never caused an issue before (such as export to Apple platforms). But I agree that this is a big leadership decision, and Juan frequently contradicts himself. Even though I have been using Godot for 2 years (almost 3), I have went back and read blogs posts going back to the beginning, as well as things Juan has said in public (Twitter, GitHub, etc.). And there seems to be some lack of cohesion.
For example, he has frequently been against console support saying it is not possible (when we know it is possible, as other FOSS projects have done) and now he finally concedes and says it is possible. Granted, that is the correct decision (I support W4 and I think it's a good move) but it's a huge 180 and puts into question everything else he's said. I've also seen him make bogus claims on Twitter, I won't call out the specific post, but he implied that shadow mapping was faster than baked lighting (when I brought up the issue of Godot not supporting mixed lighting modes). This may be true in some limited cases, but I'm pretty sure there is a reason almost every AAA game in the last 20 years has had some form of baked lighting. I don't like to call people out on BS, especially not a respected figure, but I feel he was either ignorant of what I was asking, or lying. There's been other times I have seen him comment on some technical issue with inaccurate information, that most people using Godot would not understand, so they believed him. Granted, I don't really care that much, it's just a software I use, and I don't want to start problems. But it does make me question things.
The other issue is competing with Unity and Unreal. First off, there is no chance of ever beating Unreal, so we can leave that off the table. But Unity, as a business, does not look good, and has been mismanaged for many years. So it's entirely possible for Godot to overtake Unity. Honestly, I think Unity's current financial troubles and user backlash may have gave Juan the idea that he could take a shot. And I agree with this. Unity is down on the floor, let's take advantage of the situation. So given everything I said, I still do support W4 and Juan's current goal. I think they line up with mine, and what I have been saying for years. So the argument could be that the market has changed, and the Godot leadership changed their position in response. Which I think is a reasonable theory.
However, since the beginning, Juan has been clear he did not want Godot to compete with the other 2 unnamed technologies (he won't even say their names) and has pushed back every time someone has asked about getting serious and competing. Like when anyone brings up technical issues or things that don't work in Godot, light baking was broken forever, poor mobile performance, significant shadow issues (that are still not 100% fixed in Godot 4.0), art pipeline insufficiency (also not fixed completely), and a ton of other stuff that stops Godot from being a viable alternative to Unity, he just falls back on that Godot is some toy hobby project and doesn't need to work for professionals. Which is a cop out.
That said, any project or company should have a solid mission statement. So it seems instead of changing what Godot is, which would be a poor choice, they made a new company to start a new mission. But the two can work together to achieve a common goal. This seems reasonable to me. So I think things are going to be good, even if I question a leader that changes his position on serious issues and appears to make some statements that are incorrect, or in bad faith. Like I said, it doesn't have to be a black and white. I think Godot is still very promising, and these developments do not change my plans. But it is good to look at the situation clearly.