diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 65c6f6d6d976..d18bc4bf78e7 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1215,8 +1215,11 @@
The use of half-float vertex compression may be producing rendering errors on some platforms (especially iOS). These have been seen particularly in particles. Disabling half-float may resolve these problems.
+
+ iOS specific override for [member rendering/gles2/compatibility/disable_half_float], due to poor support for half-float vertex compression on many devices.
+
- If [code]true[/code] and available on the target device, enables high floating point precision for all shader computations in GLES2.
+ If [code]true[/code] and available on the target Android device, enables high floating point precision for all shader computations in GLES2.
[b]Warning:[/b] High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution.
diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp
index f9d39338c408..2f960f5ef377 100644
--- a/servers/visual_server.cpp
+++ b/servers/visual_server.cpp
@@ -2677,6 +2677,7 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/batching/debug/flash_batching", false);
GLOBAL_DEF("rendering/batching/debug/diagnose_frame", false);
GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float", false);
+ GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float.iOS", true);
GLOBAL_DEF("rendering/gles2/compatibility/enable_high_float.Android", false);
GLOBAL_DEF("rendering/batching/precision/uv_contract", false);
GLOBAL_DEF("rendering/batching/precision/uv_contract_amount", 100);