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Improve several demos' configuration
- Enable anisotropic filtering in 3D demos, and set the quality to 16× on desktop and 4× on mobile. - Enable 4× MSAA on some 3D demos that didn't use it beforehand. - On GLES3 demos, disable MSAA on mobile as these demos are often more demanding. - Use more conservative framebuffer allocation settings for better performance. - Use PCF13 shadow filtering in GLES2 demos on desktop to benefit from soft shadows in Godot 3.2.4 and later. In Godot 3.2.3, this will make shadows smoother but still "blocky". - Use Lossless compression instead of VRAM compression for small textures such as the voxel demo texture atlas.
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@@ -89,5 +89,7 @@ move_right_player2={
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[rendering]
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quality/driver/driver_name="GLES2"
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quality/intended_usage/framebuffer_allocation=3
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quality/shadows/filter_mode=2
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environment/default_clear_color=Color( 1, 1, 1, 1 )
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environment/default_environment="res://default_env.tres"
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@@ -189,6 +189,8 @@ __meta__ = {
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[node name="Viewport1" type="Viewport" parent="Cameras"]
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size = Vector2( 100, 100 )
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msaa = 2
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usage = 3
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render_target_v_flip = true
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render_target_update_mode = 3
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@@ -198,6 +200,8 @@ current = true
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[node name="Viewport2" type="Viewport" parent="Cameras"]
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size = Vector2( 100, 100 )
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msaa = 2
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usage = 3
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render_target_v_flip = true
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render_target_update_mode = 3
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