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Add SMAA option to the 3D antialiasing and graphics settings demos (#1278)
- Rename various labels for readability. - Use infinity symbol when FPS limit is set to 0. - Use lossless compression for ship textures since they are low-resolution, and applied to a large object (making VRAM compression look bad).
This commit is contained in:
@@ -1,13 +1,17 @@
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# 3D Anti-Aliasing
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This project showcases the various 3D antialiasing techniques supported by Godot.
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This project showcases the various [3D antialiasing](https://docs.godotengine.org/en/latest/tutorials/3d/3d_antialiasing.html)
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techniques supported by Godot.
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- **Multisample antialiasing (MSAA):** High quality, high performance cost.
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Does not blur the image.
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- Does not affect shader-induced aliasing (such as specular aliasing) or alpha
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scissor materials, so these will remain aliased.
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- **Fast approximate antialiasing (FXAA):** Medium quality, low performance cost.
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- **Fast approximate antialiasing (FXAA):** Low quality, low performance cost.
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Slightly blurs the image.
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- **Subpixel morphological antialiasing (SMAA):** Medium quality, moderate performance
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cost. Slightly blurs the image, but not as much as FXAA. Godot only supports
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the spatial version of SMAA, also called SMAA 1x.
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- **Temporal antialiasing (TAA):** High-quality, low performance cost. Slightly
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blurs the image (but less so than FXAA).
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- Antialiasing quality is worse on fast-moving objects than other methods,
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@@ -23,8 +23,8 @@ func _ready() -> void:
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if RenderingServer.get_current_rendering_method() == "gl_compatibility":
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is_compatibility = true
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# Hide unsupported features.
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$Antialiasing/FXAAContainer.visible = false
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$Antialiasing/TAAContainer.visible = false
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$Antialiasing/ScreenSpaceAAContainer.visible = false
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$Antialiasing/TemporalAAContainer.visible = false
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# Darken the light's energy to compensate for sRGB blending (without affecting sky rendering).
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$DirectionalLight3D.sky_mode = DirectionalLight3D.SKY_MODE_SKY_ONLY
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@@ -78,8 +78,6 @@ func _process(delta: float) -> void:
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fps_label.modulate = fps_label.get_meta(&"gradient").sample(remap(Engine.get_frames_per_second(), 0, 180, 0.0, 1.0))
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func _on_previous_pressed() -> void:
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tester_index = max(0, tester_index - 1)
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update_gui()
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@@ -102,11 +100,11 @@ func _on_msaa_item_selected(index: int) -> void:
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get_viewport().msaa_3d = index as Viewport.MSAA
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func _on_limit_fps_scale_value_changed(value: float) -> void:
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func _on_fps_limit_scale_value_changed(value: float) -> void:
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# The rendering FPS affects the appearance of TAA, as higher framerates allow it to converge faster.
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# On high refresh rate monitors, TAA ghosting issues may appear less noticeable as a result
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# (if the GPU can keep up).
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$Antialiasing/LimitFPSContainer/Value.text = str(value)
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$Antialiasing/FPSLimitContainer/Value.text = str(roundi(value)) if not is_zero_approx(value) else "∞"
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Engine.max_fps = roundi(value)
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@@ -151,18 +149,19 @@ func _on_viewport_size_changed() -> void:
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func _on_v_sync_item_selected(index: int) -> void:
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# Vsync is enabled by default.
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# V-Sync is enabled by default.
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# Vertical synchronization locks framerate and makes screen tearing not visible at the cost of
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# higher input latency and stuttering when the framerate target is not met.
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# Adaptive V-Sync automatically disables V-Sync when the framerate target is not met, and enables
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# V-Sync otherwise. This prevents suttering and reduces input latency when the framerate target
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# is not met, at the cost of visible tearing.
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if index == 0: # Disabled (default)
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
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elif index == 1: # Adaptive
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ADAPTIVE)
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elif index == 2: # Enabled
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
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match index:
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0: # Disabled (default)
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
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1: # Adaptive
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ADAPTIVE)
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2: # Enabled
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
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func _on_taa_item_selected(index: int) -> void:
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@@ -171,7 +170,8 @@ func _on_taa_item_selected(index: int) -> void:
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get_viewport().use_taa = index == 1
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func _on_fxaa_item_selected(index: int) -> void:
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# Fast approximate anti-aliasing. Much faster than MSAA (and works on alpha scissor edges),
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func _on_screen_space_aa_item_selected(index: int) -> void:
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# Screen-space antialiasing. Much faster than MSAA (and works on alpha scissor edges),
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# but blurs the whole scene rendering slightly.
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get_viewport().screen_space_aa = int(index == 1) as Viewport.ScreenSpaceAA
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# SMAA looks sharper than FXAA and has better edge coverage, but is slower.
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get_viewport().screen_space_aa = int(index) as Viewport.ScreenSpaceAA
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@@ -813,7 +813,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -68)
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mesh = SubResource("SphereMesh_v4x6x")
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[node name="Decal" type="Decal" parent="Testers/MovingDecal"]
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transform = Transform3D(-0.70710397, -1.0132787e-06, -0.7071092, 0.18301255, 0.96592563, -0.1830126, 0.68301517, -0.25881886, -0.68300986, 1, 1, 1)
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transform = Transform3D(-0.70710397, -1.0132787e-06, -0.7071092, 0.18301255, 0.9659256, -0.1830126, 0.68301517, -0.25881886, -0.68300986, 1, 1, 1)
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texture_albedo = ExtResource("3_2nulf")
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texture_normal = ExtResource("4_fdfpv")
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@@ -886,20 +886,19 @@ offset_right = 394.0
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offset_bottom = 340.0
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theme_override_constants/separation = 10
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[node name="MSAAContainer" type="HBoxContainer" parent="Antialiasing"]
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[node name="MultisampleAAContainer" type="HBoxContainer" parent="Antialiasing"]
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layout_mode = 2
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[node name="Label" type="Label" parent="Antialiasing/MSAAContainer"]
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[node name="Label" type="Label" parent="Antialiasing/MultisampleAAContainer"]
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custom_minimum_size = Vector2(120, 2.08165e-12)
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layout_mode = 2
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size_flags_horizontal = 3
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theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
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theme_override_constants/outline_size = 4
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text = "MSAA
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"
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text = "Multisample AA"
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vertical_alignment = 1
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[node name="MSAA" type="OptionButton" parent="Antialiasing/MSAAContainer"]
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[node name="MultisampleAA" type="OptionButton" parent="Antialiasing/MultisampleAAContainer"]
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custom_minimum_size = Vector2(235, 2.08165e-12)
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layout_mode = 2
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selected = 0
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@@ -913,43 +912,43 @@ popup/item_2/id = 2
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popup/item_3/text = "8× (Slower)"
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popup/item_3/id = 3
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[node name="FXAAContainer" type="HBoxContainer" parent="Antialiasing"]
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[node name="ScreenSpaceAAContainer" type="HBoxContainer" parent="Antialiasing"]
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layout_mode = 2
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[node name="Label" type="Label" parent="Antialiasing/FXAAContainer"]
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[node name="Label" type="Label" parent="Antialiasing/ScreenSpaceAAContainer"]
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custom_minimum_size = Vector2(120, 2.08165e-12)
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layout_mode = 2
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size_flags_horizontal = 3
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theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
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theme_override_constants/outline_size = 4
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text = "FXAA
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"
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text = "Screen-Space AA"
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vertical_alignment = 1
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[node name="FXAA" type="OptionButton" parent="Antialiasing/FXAAContainer"]
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[node name="ScreenSpaceAA" type="OptionButton" parent="Antialiasing/ScreenSpaceAAContainer"]
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custom_minimum_size = Vector2(235, 2.08165e-12)
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layout_mode = 2
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selected = 0
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item_count = 2
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item_count = 3
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popup/item_0/text = "Disabled (Fastest)"
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popup/item_0/id = 0
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popup/item_1/text = "Enabled (Fast)"
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popup/item_1/text = "FXAA (Fast)"
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popup/item_1/id = 1
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popup/item_2/text = "SMAA (Average)"
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popup/item_2/id = 2
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[node name="TAAContainer" type="HBoxContainer" parent="Antialiasing"]
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[node name="TemporalAAContainer" type="HBoxContainer" parent="Antialiasing"]
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layout_mode = 2
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[node name="Label" type="Label" parent="Antialiasing/TAAContainer"]
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[node name="Label" type="Label" parent="Antialiasing/TemporalAAContainer"]
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custom_minimum_size = Vector2(120, 2.08165e-12)
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layout_mode = 2
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size_flags_horizontal = 3
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theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
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theme_override_constants/outline_size = 4
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text = "TAA
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"
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text = "Temporal AA"
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vertical_alignment = 1
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[node name="TAA" type="OptionButton" parent="Antialiasing/TAAContainer"]
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[node name="TemporalAA" type="OptionButton" parent="Antialiasing/TemporalAAContainer"]
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custom_minimum_size = Vector2(235, 2.08165e-12)
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layout_mode = 2
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selected = 0
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@@ -983,20 +982,20 @@ popup/item_1/id = 1
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popup/item_2/text = "Enabled"
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popup/item_2/id = 2
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[node name="LimitFPSContainer" type="HBoxContainer" parent="Antialiasing"]
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[node name="FPSLimitContainer" type="HBoxContainer" parent="Antialiasing"]
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layout_mode = 2
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theme_override_constants/separation = 15
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[node name="Label" type="Label" parent="Antialiasing/LimitFPSContainer"]
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[node name="Label" type="Label" parent="Antialiasing/FPSLimitContainer"]
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custom_minimum_size = Vector2(120, 2.08165e-12)
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layout_mode = 2
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size_flags_horizontal = 3
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theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
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theme_override_constants/outline_size = 4
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text = "Limit FPS"
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text = "FPS Limit"
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vertical_alignment = 1
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[node name="LimitFPSScale" type="HSlider" parent="Antialiasing/LimitFPSContainer"]
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[node name="FPSLimitScale" type="HSlider" parent="Antialiasing/FPSLimitContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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size_flags_vertical = 4
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@@ -1004,12 +1003,12 @@ size_flags_stretch_ratio = 3.0
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max_value = 300.0
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step = 10.0
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[node name="Value" type="Label" parent="Antialiasing/LimitFPSContainer"]
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[node name="Value" type="Label" parent="Antialiasing/FPSLimitContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
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theme_override_constants/outline_size = 4
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text = "0"
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text = "∞"
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horizontal_alignment = 1
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vertical_alignment = 1
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@@ -1099,11 +1098,11 @@ metadata/gradient = SubResource("Gradient_ehij4")
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[connection signal="pressed" from="Previous" to="." method="_on_previous_pressed"]
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[connection signal="pressed" from="Next" to="." method="_on_next_pressed"]
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[connection signal="item_selected" from="Antialiasing/MSAAContainer/MSAA" to="." method="_on_msaa_item_selected"]
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[connection signal="item_selected" from="Antialiasing/FXAAContainer/FXAA" to="." method="_on_fxaa_item_selected"]
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[connection signal="item_selected" from="Antialiasing/TAAContainer/TAA" to="." method="_on_taa_item_selected"]
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[connection signal="item_selected" from="Antialiasing/MultisampleAAContainer/MultisampleAA" to="." method="_on_msaa_item_selected"]
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[connection signal="item_selected" from="Antialiasing/ScreenSpaceAAContainer/ScreenSpaceAA" to="." method="_on_screen_space_aa_item_selected"]
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[connection signal="item_selected" from="Antialiasing/TemporalAAContainer/TemporalAA" to="." method="_on_taa_item_selected"]
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[connection signal="item_selected" from="Antialiasing/VSyncContainer/VSync" to="." method="_on_v_sync_item_selected"]
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[connection signal="value_changed" from="Antialiasing/LimitFPSContainer/LimitFPSScale" to="." method="_on_limit_fps_scale_value_changed"]
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[connection signal="value_changed" from="Antialiasing/FPSLimitContainer/FPSLimitScale" to="." method="_on_fps_limit_scale_value_changed"]
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[connection signal="value_changed" from="Antialiasing/RenderScaleContainer/RenderScale" to="." method="_on_render_scale_value_changed"]
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[connection signal="toggled" from="Antialiasing/FidelityFXFSR" to="." method="_on_amd_fidelityfx_fsr1_toggled"]
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[connection signal="item_selected" from="Antialiasing/FSRSharpness" to="." method="_on_fsr_sharpness_item_selected"]
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@@ -3,20 +3,19 @@
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://y1d8bbofs2j1"
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path.s3tc="res://.godot/imported/dutch_ship_medium_hull_arm_1k.jpg-1bcb2be1a58190217bafabbba5a96cb5.s3tc.ctex"
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path="res://.godot/imported/dutch_ship_medium_hull_arm_1k.jpg-1bcb2be1a58190217bafabbba5a96cb5.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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"vram_texture": false
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}
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[deps]
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source_file="res://polyhaven/textures/dutch_ship_medium_hull_arm_1k.jpg"
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dest_files=["res://.godot/imported/dutch_ship_medium_hull_arm_1k.jpg-1bcb2be1a58190217bafabbba5a96cb5.s3tc.ctex"]
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dest_files=["res://.godot/imported/dutch_ship_medium_hull_arm_1k.jpg-1bcb2be1a58190217bafabbba5a96cb5.ctex"]
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[params]
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compress/mode=2
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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@@ -3,20 +3,19 @@
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cpqm052kluinu"
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path.s3tc="res://.godot/imported/dutch_ship_medium_hull_diff_1k.jpg-d22f57383d3437ac6151a5dc155d1b44.s3tc.ctex"
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path="res://.godot/imported/dutch_ship_medium_hull_diff_1k.jpg-d22f57383d3437ac6151a5dc155d1b44.ctex"
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metadata={
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||||
"imported_formats": ["s3tc_bptc"],
|
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"vram_texture": true
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"vram_texture": false
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}
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[deps]
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source_file="res://polyhaven/textures/dutch_ship_medium_hull_diff_1k.jpg"
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dest_files=["res://.godot/imported/dutch_ship_medium_hull_diff_1k.jpg-d22f57383d3437ac6151a5dc155d1b44.s3tc.ctex"]
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dest_files=["res://.godot/imported/dutch_ship_medium_hull_diff_1k.jpg-d22f57383d3437ac6151a5dc155d1b44.ctex"]
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||||
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[params]
|
||||
|
||||
compress/mode=2
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||||
compress/mode=0
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||||
compress/high_quality=false
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||||
compress/lossy_quality=0.7
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compress/uastc_level=0
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@@ -3,20 +3,19 @@
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importer="texture"
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||||
type="CompressedTexture2D"
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||||
uid="uid://dx4v7lwh3dlk2"
|
||||
path.s3tc="res://.godot/imported/dutch_ship_medium_hull_nor_gl_1k.jpg-f0fc1f178ac5ff99bdf2aae06e0701f1.s3tc.ctex"
|
||||
path="res://.godot/imported/dutch_ship_medium_hull_nor_gl_1k.jpg-f0fc1f178ac5ff99bdf2aae06e0701f1.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://polyhaven/textures/dutch_ship_medium_hull_nor_gl_1k.jpg"
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_hull_nor_gl_1k.jpg-f0fc1f178ac5ff99bdf2aae06e0701f1.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_hull_nor_gl_1k.jpg-f0fc1f178ac5ff99bdf2aae06e0701f1.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/mode=0
|
||||
compress/high_quality=false
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||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
|
||||
@@ -3,20 +3,19 @@
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
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uid="uid://cprmlobj741yv"
|
||||
path.s3tc="res://.godot/imported/dutch_ship_medium_rigging_arm_1k.jpg-6de8e054b6e80b00009332eaf9eafbeb.s3tc.ctex"
|
||||
path="res://.godot/imported/dutch_ship_medium_rigging_arm_1k.jpg-6de8e054b6e80b00009332eaf9eafbeb.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://polyhaven/textures/dutch_ship_medium_rigging_arm_1k.jpg"
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_rigging_arm_1k.jpg-6de8e054b6e80b00009332eaf9eafbeb.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_rigging_arm_1k.jpg-6de8e054b6e80b00009332eaf9eafbeb.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
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||||
compress/mode=0
|
||||
compress/high_quality=false
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||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
|
||||
@@ -3,20 +3,19 @@
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
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@@ -293,23 +293,25 @@ popup/item_2/id = 2
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|
||||
path="res://.godot/imported/dutch_ship_medium_rigging_nor_gl_1k.jpg-26a255f6574d49990ad4162b06c015da.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://polyhaven/textures/dutch_ship_medium_rigging_nor_gl_1k.jpg"
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_rigging_nor_gl_1k.jpg-26a255f6574d49990ad4162b06c015da.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_rigging_nor_gl_1k.jpg-26a255f6574d49990ad4162b06c015da.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
|
||||
@@ -3,20 +3,19 @@
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://btwwehn0f3vpy"
|
||||
path.s3tc="res://.godot/imported/dutch_ship_medium_sails_arm_1k.jpg-6cdf6ae207b4bb5365f0df8bebf34d57.s3tc.ctex"
|
||||
path="res://.godot/imported/dutch_ship_medium_sails_arm_1k.jpg-6cdf6ae207b4bb5365f0df8bebf34d57.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://polyhaven/textures/dutch_ship_medium_sails_arm_1k.jpg"
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_sails_arm_1k.jpg-6cdf6ae207b4bb5365f0df8bebf34d57.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_sails_arm_1k.jpg-6cdf6ae207b4bb5365f0df8bebf34d57.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
|
||||
@@ -3,20 +3,19 @@
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b5k2xxreujcga"
|
||||
path.s3tc="res://.godot/imported/dutch_ship_medium_sails_diff_1k.jpg-501769b3e14d33a1ff05b4b14f45b65b.s3tc.ctex"
|
||||
path="res://.godot/imported/dutch_ship_medium_sails_diff_1k.jpg-501769b3e14d33a1ff05b4b14f45b65b.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://polyhaven/textures/dutch_ship_medium_sails_diff_1k.jpg"
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_sails_diff_1k.jpg-501769b3e14d33a1ff05b4b14f45b65b.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_sails_diff_1k.jpg-501769b3e14d33a1ff05b4b14f45b65b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
|
||||
@@ -3,20 +3,19 @@
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bjhie5s45xhxa"
|
||||
path.s3tc="res://.godot/imported/dutch_ship_medium_sails_nor_gl_1k.jpg-8bd26cb4511a8400046da66b710b48cf.s3tc.ctex"
|
||||
path="res://.godot/imported/dutch_ship_medium_sails_nor_gl_1k.jpg-8bd26cb4511a8400046da66b710b48cf.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://polyhaven/textures/dutch_ship_medium_sails_nor_gl_1k.jpg"
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_sails_nor_gl_1k.jpg-8bd26cb4511a8400046da66b710b48cf.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/dutch_ship_medium_sails_nor_gl_1k.jpg-8bd26cb4511a8400046da66b710b48cf.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
|
||||
@@ -29,7 +29,7 @@ func _ready() -> void:
|
||||
%UnsupportedLabel.visible = true
|
||||
mark_as_unsupported(%FilterOptionButton)
|
||||
mark_as_unsupported(%TAAOptionButton)
|
||||
mark_as_unsupported(%FXAAOptionButton)
|
||||
mark_as_unsupported(%ScreenSpaceAAOptionButton)
|
||||
mark_as_unsupported(%SDFGIOptionButton)
|
||||
mark_as_unsupported(%SSAOOptionButton)
|
||||
mark_as_unsupported(%SSReflectionsOptionButton)
|
||||
@@ -134,18 +134,19 @@ func _on_vsync_option_button_item_selected(index: int) -> void:
|
||||
# Adaptive V-Sync automatically disables V-Sync when the framerate target is not met, and enables
|
||||
# V-Sync otherwise. This prevents stuttering and reduces input latency when the framerate target
|
||||
# is not met, at the cost of visible tearing.
|
||||
if index == 0: # Disabled (default)
|
||||
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
|
||||
elif index == 1: # Adaptive
|
||||
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ADAPTIVE)
|
||||
elif index == 2: # Enabled
|
||||
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
|
||||
match index:
|
||||
0: # Disabled (default)
|
||||
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
|
||||
1: # Adaptive
|
||||
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ADAPTIVE)
|
||||
2: # Enabled
|
||||
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
|
||||
|
||||
|
||||
func _on_limit_fps_slider_value_changed(value: float):
|
||||
func _on_fps_limit_slider_value_changed(value: float):
|
||||
# The maximum number of frames per second that can be rendered.
|
||||
# A value of 0 means "no limit".
|
||||
Engine.max_fps = value
|
||||
Engine.max_fps = roundi(value)
|
||||
|
||||
|
||||
func _on_msaa_option_button_item_selected(index: int) -> void:
|
||||
@@ -167,10 +168,10 @@ func _on_taa_option_button_item_selected(index: int) -> void:
|
||||
get_viewport().use_taa = index == 1
|
||||
|
||||
|
||||
func _on_fxaa_option_button_item_selected(index: int) -> void:
|
||||
func _on_screen_space_aa_option_button_item_selected(index: int) -> void:
|
||||
# Fast approximate anti-aliasing. Much faster than MSAA (and works on alpha scissor edges),
|
||||
# but blurs the whole scene rendering slightly.
|
||||
get_viewport().screen_space_aa = int(index == 1) as Viewport.ScreenSpaceAA
|
||||
get_viewport().screen_space_aa = int(index) as Viewport.ScreenSpaceAA
|
||||
|
||||
|
||||
func _on_fullscreen_option_button_item_selected(index: int) -> void:
|
||||
@@ -395,7 +396,7 @@ func _on_saturation_slider_value_changed(value: float) -> void:
|
||||
func _on_very_low_preset_pressed() -> void:
|
||||
%TAAOptionButton.selected = 0
|
||||
%MSAAOptionButton.selected = 0
|
||||
%FXAAOptionButton.selected = 0
|
||||
%ScreenSpaceAAOptionButton.selected = 0
|
||||
%ShadowSizeOptionButton.selected = 0
|
||||
%ShadowFilterOptionButton.selected = 0
|
||||
%MeshLODOptionButton.selected = 0
|
||||
@@ -410,7 +411,7 @@ func _on_very_low_preset_pressed() -> void:
|
||||
func _on_low_preset_pressed() -> void:
|
||||
%TAAOptionButton.selected = 0
|
||||
%MSAAOptionButton.selected = 0
|
||||
%FXAAOptionButton.selected = 1
|
||||
%ScreenSpaceAAOptionButton.selected = 1
|
||||
%ShadowSizeOptionButton.selected = 1
|
||||
%ShadowFilterOptionButton.selected = 1
|
||||
%MeshLODOptionButton.selected = 1
|
||||
@@ -426,7 +427,7 @@ func _on_low_preset_pressed() -> void:
|
||||
func _on_medium_preset_pressed() -> void:
|
||||
%TAAOptionButton.selected = 1
|
||||
%MSAAOptionButton.selected = 0
|
||||
%FXAAOptionButton.selected = 0
|
||||
%ScreenSpaceAAOptionButton.selected = 2
|
||||
%ShadowSizeOptionButton.selected = 2
|
||||
%ShadowFilterOptionButton.selected = 2
|
||||
%MeshLODOptionButton.selected = 1
|
||||
@@ -442,7 +443,7 @@ func _on_medium_preset_pressed() -> void:
|
||||
func _on_high_preset_pressed() -> void:
|
||||
%TAAOptionButton.selected = 1
|
||||
%MSAAOptionButton.selected = 0
|
||||
%FXAAOptionButton.selected = 0
|
||||
%ScreenSpaceAAOptionButton.selected = 2
|
||||
%ShadowSizeOptionButton.selected = 3
|
||||
%ShadowFilterOptionButton.selected = 3
|
||||
%MeshLODOptionButton.selected = 2
|
||||
@@ -458,7 +459,7 @@ func _on_high_preset_pressed() -> void:
|
||||
func _on_ultra_preset_pressed() -> void:
|
||||
%TAAOptionButton.selected = 1
|
||||
%MSAAOptionButton.selected = 1
|
||||
%FXAAOptionButton.selected = 0
|
||||
%ScreenSpaceAAOptionButton.selected = 2
|
||||
%ShadowSizeOptionButton.selected = 4
|
||||
%ShadowFilterOptionButton.selected = 4
|
||||
%MeshLODOptionButton.selected = 3
|
||||
@@ -475,7 +476,7 @@ func update_preset() -> void:
|
||||
# Simulate options being manually selected to run their respective update code.
|
||||
%TAAOptionButton.item_selected.emit(%TAAOptionButton.selected)
|
||||
%MSAAOptionButton.item_selected.emit(%MSAAOptionButton.selected)
|
||||
%FXAAOptionButton.item_selected.emit(%FXAAOptionButton.selected)
|
||||
%ScreenSpaceAAOptionButton.item_selected.emit(%ScreenSpaceAAOptionButton.selected)
|
||||
%ShadowSizeOptionButton.item_selected.emit(%ShadowSizeOptionButton.selected)
|
||||
%ShadowFilterOptionButton.item_selected.emit(%ShadowFilterOptionButton.selected)
|
||||
%MeshLODOptionButton.item_selected.emit(%MeshLODOptionButton.selected)
|
||||
|
||||
Reference in New Issue
Block a user