This is a fun, complex question.
The short answer is
there is no reason to change anything, the system will choose the best renderer on its own.
If you're playing on Windows, your exported games are likely running DirectX by default, albeit in a very indirect way.
For a more in-depth exploration, it's worth reviewing the stack of technology:
- RPGMZ games are written in JavaScript
- For most graphics (excluding text*), it uses the library PixiJS
- PixiJS uses a combination of JavaScript and shaders written in GLSL to interface with an API called WebGL
- WebGL is based on OpenGL, a competitor to DirectX
- When you run a game, all those lines of code need to be interpreted by an engine and transformed into code that can be understood by your CPU and GPU
- RPGMZ games can run in a browser, or if you export it for Windows/Mac/Linux, it runs in a browser-like environment called nwjs
- nwjs is made up from components of Chromium (the open-source version of Google's Chrome browser)
- The graphical API layer of Chromium is ANGLE
- ANGLE translates OpenGL calls to whichever API is supported by the platform it runs on
- The default on most Windows machines is to use Direct3D 11, a subset of DirectX
* Chromium also uses ANGLE for its canvas implementation. So even the graphics functions using Canvas instead of WebGL are translated through ANGLE.
Can you change the rendering back-end?
I think so, although I haven't tested this.
nwjs supports most
Chromium command line switches via
the package.json file.
It looks like the "use-angle" switch accepts these values:
So to indicate you want Direct3D as your preferred renderer, you would insert
"--use-angle=d3d11" in the
"chromium-args" field of your game's package.json file.
Is it worth doing this? No, probably not. But it's fun to learn about the convoluted world of web technology.
Edit notice: I edited a few lines to make it clear I'm focused on the technology of exported games, not on the Maker itself.