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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-11-27 17:54:45 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-11-27 17:54:45 +0100
commit989a7d92707456e5c9c889c7a1a1bb048b6b973d (patch)
treeef62786a9d97ccac1ef63b4b24f4abfcaeddb4eb /servers/rendering_server.cpp
parent52b7d5fa347fb88aa016e1e30414abd01e800381 (diff)
downloadredot-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.cpp1
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);