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Allow any Vector2 value as a 3D rendering scale option
This allows for finer control over 3D rendering resolution,
including support for anamorphic scaling (different scale factor
for the horizontal and vertical axis). Anamorphic scaling can be
used to make the visual impact of lowering the rendering scale
less noticeable, usually by reducing the widest/talleast axis'
rendering scale first.
Supersampling can also be performed by setting a 3D rendering
resolution above 1.0, which is useful for offline rendering or
for very high-end GPUs.
Scales the 3D render buffer on each axis 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). The value on each axis is clamped between [code]0.1[/code] and [code]2.0[/code]. See also [member rendering/anti_aliasing/quality/msaa] for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons.
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[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.
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.
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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 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 multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
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The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also [member scale_3d] for supersampling, which provides higher quality but is much more expensive.
Scales the 3D render buffer on each axis based on the viewport size and displays the result with linear filtering. Only values greater than [code]0.0[/code] are valid. 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). The value on each axis is clamped between [code]0.1[/code] and [code]2.0[/code]. See also [member msaa] for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons.
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To control this property on the root viewport, set the [member ProjectSettings.rendering/3d/viewport/scale] project setting.
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[b]Note:[/b] [member scale_3d] should not be changed every frame as it will reallocate the buffer textures every time it is changed. This is a slow operation which can introduce stuttering if done too often.
Sets the screen-space antialiasing method used. 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.
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