Skip to content

Commit 89f0ed5

Browse files
decacisdebian build
authored and
debian build
committed
Update note regarding 3D MSAA and foveated rendering
godotengine/godot#83976 added support for 3D MSAA on the Compatibility renderer, but it also mentions that on platforms other than Android, foveated rendering will not work if MSAA is enabled. I removed the note saying that 3D MSAA is not supported on compatibility and added a comment mentioning that foveated rendering won't work on platforms other than android if 3D MSAA is enabled and added the alternative/equivalent for desktop.
1 parent a42900f commit 89f0ed5

File tree

1 file changed

+2
-3
lines changed

1 file changed

+2
-3
lines changed

doc/classes/ProjectSettings.xml

+2-3
Original file line numberDiff line numberDiff line change
@@ -2358,7 +2358,6 @@
23582358
</member>
23592359
<member name="rendering/anti_aliasing/quality/msaa_3d" type="int" setter="" getter="" default="0">
23602360
Sets the number of MSAA samples to use for 3D rendering (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, especially integrated graphics due to their limited memory bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
2361-
[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
23622361
</member>
23632362
<member name="rendering/anti_aliasing/quality/screen_space_aa" type="int" setter="" getter="" default="0">
23642363
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. The blurriness is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
@@ -2923,11 +2922,11 @@
29232922
</member>
29242923
<member name="xr/openxr/foveation_dynamic" type="bool" setter="" getter="" default="false">
29252924
If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level].
2926-
[b]Note:[/b] Only works on compatibility renderer.
2925+
[b]Note:[/b] Only works on the Compatibility rendering method.
29272926
</member>
29282927
<member name="xr/openxr/foveation_level" type="int" setter="" getter="" default="&quot;0&quot;">
29292928
Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high.
2930-
[b]Note:[/b] Only works on compatibility renderer.
2929+
[b]Note:[/b] Only works on the Compatibility rendering method. On platforms other than Android, if [member rendering/anti_aliasing/quality/msaa_3d] is enabled, this feature will be disabled.
29312930
</member>
29322931
<member name="xr/openxr/reference_space" type="int" setter="" getter="" default="&quot;1&quot;">
29332932
Specify the default reference space.

0 commit comments

Comments
 (0)