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-rw-r--r--doc/classes/ProjectSettings.xml18
1 files changed, 13 insertions, 5 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 69ee51ca99..7fdac7ccd4 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1506,12 +1506,8 @@
</member>
<member name="rendering/2d/snap/snap_2d_vertices_to_pixel" type="bool" setter="" getter="" default="false">
</member>
- <member name="rendering/3d/viewport/scale" type="float" setter="" getter="" default="1.0">
- Scales the 3D render buffer based on the viewport size and displays the result with linear filtering. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member rendering/anti_aliasing/quality/msaa] for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons.
- [b]Note:[/b] This property is only read when the project starts. To change the 3D rendering resolution scale at runtime, set [member Viewport.scale_3d] instead.
- </member>
<member name="rendering/anti_aliasing/quality/msaa" type="int" setter="" getter="" default="0">
- Sets the number of MSAA samples to use (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. See also [member rendering/3d/viewport/scale] for supersampling, which provides higher quality but is much more expensive.
+ Sets the number of MSAA samples to use (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. See also bilinear scaling 3d [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive.
</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.
@@ -1718,6 +1714,18 @@
<member name="rendering/reflections/sky_reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
</member>
+ <member name="rendering/scaling_3d/fsr_mipmap_bias" type="float" setter="" getter="" default="0.0">
+ Affects the final texture sharpness by reading from a lower or higher mipmap. Negative values make textures sharper, while positive values make textures blurrier. When using FSR, this value is used to adjust the mipmap bias calculated internally which is based on the selected quality. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code]
+ </member>
+ <member name="rendering/scaling_3d/fsr_sharpness" type="float" setter="" getter="" default="0.2">
+ Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
+ </member>
+ <member name="rendering/scaling_3d/mode" type="int" setter="" getter="" default="0">
+ Sets the scaling 3D mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.
+ </member>
+ <member name="rendering/scaling_3d/scale" type="float" setter="" getter="" default="1.0">
+ Scales the 3D render buffer based on the viewport size uses an image filter specified in [member rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member rendering/anti_aliasing/quality/msaa] for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons.
+ </member>
<member name="rendering/shader_compiler/shader_cache/compress" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/shader_compiler/shader_cache/enabled" type="bool" setter="" getter="" default="true">