I have a RG552, which does support GLES 2/3 and Vulkan. But it's on the high end of retro handhelds, I think it cost over $200 when I bought it.

I tried one of my GLES3 demos and it works, not very fast, but it loaded without glitches. I didn't try Vulkan, cause I was having problems exporting. But I tried Vulkan on some emulators, and it worked.

    cybereality It certainly seems very hit and miss at the moment as to which devices happen to have the right gubbins to run what Godot 4's putting out. It's unfortunate, but I'm just gonna sit tight and wait to test my project on Android if and when a build comes out that works on my devices.

    As for GLES3, on the Pocket 2+, exported from Godot 3.x, I was having a weird screen tearing issue. where one half of the screen was lagging about ten or twenty frames behind the other. GLES2 worked just fine - as well as on PC, with the li'l project I had at the time - but ideally, I'd like to be able to stick to Godot 4 moving forward, since that's the direction support is moving in in the long term, so that's what I'm slightly stubbornly building my "big" game in.

    Honestly, I'm not sure what the best idea is. Godot 3.x is very stable and well supported. Godot 4.0 is somewhat okay on desktop, but there are still lots of glitches and crashes with the editor. And I'm considering mobile and/or web for my game, and the support right now is not even usable. It may be 6 months, maybe a year, before it is solid and production ready. It could be a good investment, if you are working on something in the 1 year time frame, but it could also be a lot of headache and risk when 3.x works fine right now. I'm not sure what the right answer is.

      cybereality Yeah, pretty much my thoughts exactly. I decided to go with 4.x, even while it's in beta, because I'm banking on that long-term support, and because it's where things are inevitably going to be moving to sooner or later, so I might as well get used to the new paradigm now. Besides, I've been dropping in occasional feedback and small feature/improvement proposals, so I feel like I'm contributing in some small ways, too. Whether or not 4.x is the best choice for my game, only time will tell.

      Yeah, I understand. This is why I have been experimenting with Godot 4.0, and I already managed to fix one thing (small contribution for getting newer Xbox controllers working on Linux). So I think that is good, because the more people that use 4.0 beta, the faster the bugs will get fixed. But I also worry mainly about the Vulkan support. On desktop it's okay, Vulkan has been supported well for almost 8 years. But on mobile it is a different story, especially when you consider old or low-end devices (particularly internationally, in the US many people have newer phones). For me, I am trying to do a high end 3D mobile game with console-like graphics, so you need a newer phone anyhow. But if it was like a 2D pixel art game or something, I wouldn't risk it since Godot 3.x can handle that fine.

      7 days later
      snowy-fox changed the title to [4.0b3 - 4.0b8] Black Screen on Android .

      Success! I tested an export from 4.0b8, and there is now a picture! I had some scaling issues at first, but with a little testing, I found they were due to a problem with my project, and was able to fix it.

      Annoyingly, though, a common screen tearing issue I was having with Godot 3.x has reared its ugly little head again.

      This seems to be a common issue on older versions of Android when using GLES3. So, this is excellent progress, but all that remains now is to wait and hope that they re-add GLES2 support.

      7 days later

      Just tested an export from Godot 4.0 beta 9 - no change since last post.

      Also, forgot to mention - I opened a new issue for the screen tearing over on GitHub. https://github.com/godotengine/godot/issues/70031

      EDIT 11.01.23 - 20.02.23
      Tested export from Godot 4.0 beta 11 - Godot 4.0 RC 2 - no change

      snowy-fox changed the title to [4.0b3 - 4.0b9] Black Screen and Screen Tearing on Android .
      a month later
      snowy-fox changed the title to [4.0b3 - 4.0RC2] Black Screen and Screen Tearing on Android .
      23 days later

      I just tested an export from Godot 4.0 Release Candidate 3, and the screen tearing is no longer occuring on the Retroid Pocket 2+!

      Re-tested on the Huawei P10 Lite, too, and it's still no longer occuring on that, either.

      This exhausts the Android devices I'm able to test on. Hopefully no-one else is still having the issue on theirs! I encourage reporting it in this thread or on Github if you are.