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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-11-27 17:54:45 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-11-27 17:54:45 +0100 |
commit | 989a7d92707456e5c9c889c7a1a1bb048b6b973d (patch) | |
tree | ef62786a9d97ccac1ef63b4b24f4abfcaeddb4eb /servers/rendering_server.cpp | |
parent | 52b7d5fa347fb88aa016e1e30414abd01e800381 (diff) | |
download | redot-engine-989a7d92707456e5c9c889c7a1a1bb048b6b973d.tar.gz |
Allow disabling the depth prepass in the Vulkan Clustered backend
In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
Diffstat (limited to 'servers/rendering_server.cpp')
-rw-r--r-- | servers/rendering_server.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 7a958546b6..5ebfcfd7b2 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2873,7 +2873,6 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true); GLOBAL_DEF("rendering/driver/depth_prepass/enable", true); - GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple"); GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false); GLOBAL_DEF_RST("rendering/textures/default_filters/anisotropic_filtering_level", 2); |