diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index ed124d1d15..4b5f7b2091 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1696,13 +1696,13 @@ If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting. [b]Note:[/b] This property is only read when the project starts. To set half-resolution GI at run-time, call [method RenderingServer.gi_set_use_half_resolution] instead. </member> - <member name="rendering/global_illumination/sdfgi/frames_to_converge" type="int" setter="" getter="" default="4"> + <member name="rendering/global_illumination/sdfgi/frames_to_converge" type="int" setter="" getter="" default="5"> </member> <member name="rendering/global_illumination/sdfgi/frames_to_update_lights" type="int" setter="" getter="" default="2"> </member> <member name="rendering/global_illumination/sdfgi/probe_ray_count" type="int" setter="" getter="" default="1"> </member> - <member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="1"> + <member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="0"> </member> <member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32"> </member> @@ -1746,10 +1746,14 @@ [b]Note:[/b] This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set [member Viewport.mesh_lod_threshold] on the root [Viewport]. </member> <member name="rendering/occlusion_culling/bvh_build_quality" type="int" setter="" getter="" default="2"> + The [url=https://en.wikipedia.org/wiki/Bounding_volume_hierarchy]BVH[/url] quality to use when rendering the occlusion culling buffer. Higher values will result in more accurate occlusion culling, at the cost of higher CPU usage. </member> <member name="rendering/occlusion_culling/occlusion_rays_per_thread" type="int" setter="" getter="" default="512"> + Higher values will result in more accurate occlusion culling, at the cost of higher CPU usage. The occlusion culling buffer's pixel count is roughly equal to [code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code], so it will depend on the system's CPU. Therefore, CPUs with fewer cores will use a lower resolution to attempt keeping performance costs even across devices. </member> <member name="rendering/occlusion_culling/use_occlusion_culling" type="bool" setter="" getter="" default="false"> + If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D in the root viewport. In custom viewports, [member Viewport.use_occlusion_culling] must be set to [code]true[/code] instead. + [b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it. Large open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling. </member> <member name="rendering/reflections/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64"> Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM. @@ -1826,7 +1830,7 @@ <member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048"> Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="3"> + <member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2"> Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. @@ -1854,7 +1858,7 @@ <member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048"> Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="3"> + <member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2"> Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. |