@@ -502,20 +502,22 @@ What user interface toolkit does Godot use?
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503503Godot does not use a standard :abbr: `GUI ( Graphical User Interface ) ` toolkit
504504like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit,
505- rendered using OpenGL ES or Vulkan. This toolkit is exposed in the form of
506- Control nodes, which are used to render the editor (which is written in C++).
507- These Control nodes can also be used in projects from any scripting language
508- supported by Godot.
505+ which is always rendered using hardware acceleration. There is no built-in software
506+ fallback, although external solutions that emulate graphics APIs on the CPU can be used.
507+
508+ This toolkit is exposed in the form of Control nodes, which are used to render
509+ the editor (which is written in C++). These Control nodes can also be used in projects
510+ from any scripting language supported by Godot.
509511
510512This custom toolkit makes it possible to benefit from hardware acceleration and
511513have a consistent appearance across all platforms. On top of that, it doesn't
512514have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly,
513515this means Godot is "eating its own dog food" since the editor itself is one of
514516the most complex users of Godot's UI system.
515517
516- This custom UI toolkit :ref: `can't be used as a library <doc_faq_use_godot_as_library >`,
517- but you can still
518- :ref: `use Godot to create non-game applications by using the editor <doc_faq_non_game_applications >`.
518+ This custom UI toolkit can be :ref: `embedded into other applications <doc_faq_use_godot_as_library >`
519+ (experimental). However, the preferred way to use it is to
520+ :ref: `use Godot to create non-game applications with the editor <doc_faq_non_game_applications >`.
519521
520522.. _doc_faq_why_scons :
521523
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