Godot engine reference (verified 2026-10-17) still states "D3D12 is the default on Windows" and "Compositor node" — both contradicted on 4.7.2
The Godot reference shipped in v1.2.0 (`docs/engine-reference/godot/`, `Last verified: 2026-10-17 (4.7 changes)`) repeats two statements that do not hold on Godot 4.7.2 (Windows, native build): 1. **"D3D12 is the default rendering backend on Windows" (4.6)** — in `VERSION.md` (timeline, 4.6 row), `breaking-changes.md` (§ 4.5 → 4.6, Rendering), `current-best-practices.md` (§ Rendering (4.6)), `modules/rendering.md` (§ 4.6 Changes, § Rendering Backend Selection, Common Mistakes), and the `godot-shader-specialist` agent ("Key post-cutoff rendering changes"). *Measured 2026-09-08*: Godot 4.7.2 stable, Windows 11, NVIDIA RTX 4090, a fresh Forward+ project with no `rendering_device/driver` override starts on **Vulkan** — the console banner reads `Vulkan 1.4.351 - Forward+`. D3D12 is only used when requested (`--rendering-driver d3d12`, or the project setting). Whatever the 4.6 release notes said, the 4.6 → 4.7 migration guide lists no driver-default change, so the reference ends up stating a default that is not the observed one. 2. **"Compositor node … add Compositor as a child"** (`modules/rendering.md`, § 4.3 Changes and § Post-Processing). *Re-checked 2026-09-22 on 4.7.2*: `Compositor` and `CompositorEffect` are **`Resource`s**, not nodes. A `Compositor` is assigned to the `compositor` property of a `WorldEnvironment` or `Camera3D`; it cannot be added to the scene tree. Code following the current snippet fails. **Suggested fix**: in 4.6 entries, say that the Windows default depends on the version and the setting, and that 4.7.2 was observed on Vulkan; in `modules/rendering.md`, describe `Compositor` as a resource assigned through a property, and change the code sample to match. Happy to share the exact measurement procedure.