diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 37 |
1 files changed, 26 insertions, 11 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index d623b0432f..be72f83406 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1052,12 +1052,16 @@ Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS. [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead. </member> + <member name="rendering/cluster_builder/max_clustered_elements" type="float" setter="" getter="" default="512"> + </member> <member name="rendering/environment/default_clear_color" type="Color" setter="" getter="" default="Color( 0.3, 0.3, 0.3, 1 )"> Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color]. </member> <member name="rendering/environment/default_environment" type="String" setter="" getter="" default=""""> [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here. </member> + <member name="rendering/forward_renderer/threaded_render_minimum_instances" type="int" setter="" getter="" default="500"> + </member> <member name="rendering/gpu_lightmapper/performance/max_rays_per_pass" type="int" setter="" getter="" default="32"> </member> <member name="rendering/gpu_lightmapper/performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64"> @@ -1084,9 +1088,6 @@ </member> <member name="rendering/lightmapper/probe_capture_update_speed" type="float" setter="" getter="" default="15"> </member> - <member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="128000"> - Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves. - </member> <member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600"> </member> <member name="rendering/quality/2d/snap_2d_transforms_to_pixel" type="bool" setter="" getter="" default="false"> @@ -1114,6 +1115,8 @@ <member name="rendering/quality/depth_prepass/enable" type="bool" setter="" getter="" default="true"> If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used. </member> + <member name="rendering/quality/directional_shadow/16_bits" type="bool" setter="" getter="" default="true"> + </member> <member name="rendering/quality/directional_shadow/size" type="int" setter="" getter="" default="4096"> The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2. </member> @@ -1132,6 +1135,8 @@ [b]FIXME:[/b] No longer valid after DisplayServer split: In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time. </member> + <member name="rendering/quality/gi/use_half_resolution" type="bool" setter="" getter="" default="false"> + </member> <member name="rendering/quality/gi_probes/anisotropic" type="bool" setter="" getter="" default="false"> If [code]true[/code], take additional samples when rendering objects affected by a [GIProbe] to reduce artifacts from only sampling in one direction. </member> @@ -1153,6 +1158,12 @@ <member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter="" default="3"> Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/quality/mesh_lod/threshold_pixels" type="float" setter="" getter="" default="1.0"> + </member> + <member name="rendering/quality/rd_renderer/use_low_end_renderer" type="bool" setter="" getter="" default="false"> + </member> + <member name="rendering/quality/rd_renderer/use_low_end_renderer.mobile" type="bool" setter="" getter="" default="true"> + </member> <member name="rendering/quality/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. </member> @@ -1217,7 +1228,9 @@ <member name="rendering/quality/shading/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true"> Lower-end override for [member rendering/quality/shading/force_vertex_shading] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/quality/shadow_atlas/quadrant_0_subdiv" type="int" setter="" getter="" default="1"> + <member name="rendering/quality/shadow_atlas/16_bits" type="bool" setter="" getter="" default="true"> + </member> + <member name="rendering/quality/shadow_atlas/quadrant_0_subdiv" type="int" setter="" getter="" default="2"> Subdivision quadrant size for shadow mapping. See shadow mapping documentation. </member> <member name="rendering/quality/shadow_atlas/quadrant_1_subdiv" type="int" setter="" getter="" default="2"> @@ -1277,18 +1290,20 @@ <member name="rendering/quality/texture_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false"> If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used. </member> - <member name="rendering/sdfgi/frames_to_converge" type="int" setter="" getter="" default="1"> + <member name="rendering/sdfgi/frames_to_converge" type="int" setter="" getter="" default="4"> </member> - <member name="rendering/sdfgi/probe_ray_count" type="int" setter="" getter="" default="2"> + <member name="rendering/sdfgi/frames_to_update_lights" type="int" setter="" getter="" default="2"> </member> - <member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1"> - Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. + <member name="rendering/sdfgi/probe_ray_count" type="int" setter="" getter="" default="1"> </member> - <member name="rendering/volumetric_fog/directional_shadow_shrink" type="int" setter="" getter="" default="512"> + <member name="rendering/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000"> </member> - <member name="rendering/volumetric_fog/positional_shadow_shrink" type="int" setter="" getter="" default="512"> + <member name="rendering/spatial_indexer/update_iterations_per_frame" type="int" setter="" getter="" default="10"> + </member> + <member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1"> + Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. </member> - <member name="rendering/volumetric_fog/use_filter" type="int" setter="" getter="" default="0"> + <member name="rendering/volumetric_fog/use_filter" type="int" setter="" getter="" default="1"> </member> <member name="rendering/volumetric_fog/volume_depth" type="int" setter="" getter="" default="128"> </member> |