From 970bed62abb7d88e5bbd09b9212a7e7168322058 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 23 Oct 2021 16:32:38 +0200 Subject: Decrease the default soft shadow quality to improve performance MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Soft shadows are relatively expensive to filter. However, with the default blur factors, it's not needed to use too many samples (unless PCSS-like shadows are used with a large size). Textures and screen-space antialiasing can also be used to mask the noise pattern effectively. On a GeForce GTX 1080, going from Medium to Low for both shadow types saves 0.2-0.4 ms of GPU time per frame in 2560×1440 resolution. This can translate to significantly higher savings on lower-end GPUs. Given how the shader works, this improves rendering performance even if lights with shadows are never used. --- doc/classes/ProjectSettings.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'doc') diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index c646380bee..46f6793328 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1699,7 +1699,7 @@ Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. - + 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. @@ -1727,7 +1727,7 @@ Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. - + 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. -- cgit v1.2.3