summaryrefslogtreecommitdiff
path: root/doc/classes/Viewport.xml
diff options
context:
space:
mode:
Diffstat (limited to 'doc/classes/Viewport.xml')
-rw-r--r--doc/classes/Viewport.xml5
1 files changed, 3 insertions, 2 deletions
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 62413581a9..25ee5a5226 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -285,6 +285,7 @@
[b]Note:[/b] This setting is disabled by default because of its potential expensive computational cost.
</member>
<member name="positional_shadow_atlas_16_bits" type="bool" setter="set_positional_shadow_atlas_16_bits" getter="get_positional_shadow_atlas_16_bits" default="true">
+ Use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
</member>
<member name="positional_shadow_atlas_quad_0" type="int" setter="set_positional_shadow_atlas_quadrant_subdiv" getter="get_positional_shadow_atlas_quadrant_subdiv" enum="Viewport.PositionalShadowAtlasQuadrantSubdiv" default="2">
The subdivision amount of the first quadrant on the shadow atlas.
@@ -299,8 +300,8 @@
The subdivision amount of the fourth quadrant on the shadow atlas.
</member>
<member name="positional_shadow_atlas_size" type="int" setter="set_positional_shadow_atlas_size" getter="get_positional_shadow_atlas_size" default="2048">
- The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
- [b]Note:[/b] If this is set to [code]0[/code], no shadows will be visible at all (including directional shadows).
+ The shadow atlas' resolution (used for omni and spot lights). The value is rounded up to the nearest power of 2.
+ [b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).
</member>
<member name="scaling_3d_mode" type="int" setter="set_scaling_3d_mode" getter="get_scaling_3d_mode" enum="Viewport.Scaling3DMode" default="0">
Sets 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.