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| author | Daniel Castellanos <decacis@gmail.com> | 2024-06-27 23:59:09 +0000 |
|---|---|---|
| committer | Daniel Castellanos <decacis@gmail.com> | 2024-06-28 19:06:51 -0600 |
| commit | 8fe8c713ddc1617299e0fc5c6fd6913fdd1040e1 (patch) | |
| tree | e7ff6a1cfb88d8f35bd4e814b5376d12fac40a37 | |
| parent | cae2f853dcd1ecc26ca68de08cec62089dee1f26 (diff) | |
| download | redot-engine-8fe8c713ddc1617299e0fc5c6fd6913fdd1040e1.tar.gz | |
Update note regarding 3D MSAA and foveated rendering
https://github.com/godotengine/godot/pull/83976 added support for 3D MSAA on the Compatibility renderer, but it also mentions that on platforms other than Android, foveated rendering will not work if MSAA is enabled.
I removed the note saying that 3D MSAA is not supported on compatibility and added a comment mentioning that foveated rendering won't work on platforms other than android if 3D MSAA is enabled and added the alternative/equivalent for desktop.
| -rw-r--r-- | doc/classes/ProjectSettings.xml | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 8085b20730..32447425e0 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2352,7 +2352,6 @@ </member> <member name="rendering/anti_aliasing/quality/msaa_3d" type="int" setter="" getter="" default="0"> Sets the number of MSAA samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing. - [b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility. </member> <member name="rendering/anti_aliasing/quality/screen_space_aa" type="int" setter="" getter="" default="0"> Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]). @@ -2924,11 +2923,11 @@ </member> <member name="xr/openxr/foveation_dynamic" type="bool" setter="" getter="" default="false"> If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level]. - [b]Note:[/b] Only works on compatibility renderer. + [b]Note:[/b] Only works on the Compatibility rendering method. </member> <member name="xr/openxr/foveation_level" type="int" setter="" getter="" default=""0""> Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high. - [b]Note:[/b] Only works on compatibility renderer. + [b]Note:[/b] Only works on the Compatibility rendering method. On platforms other than Android, if [member rendering/anti_aliasing/quality/msaa_3d] is enabled, this feature will be disabled. </member> <member name="xr/openxr/reference_space" type="int" setter="" getter="" default=""1""> Specify the default reference space. |
