This also improves visuals in the Voxel and Dynamic Split Screen demos,
and fixes splitscreen mode in the Platformer 2D demo.
Most demos (other than physics tests) have also had their physics FPS
increased to 120. This is done consistency with 4.x, but also for the
benefits it still provides when interpolation are enabled
(lower input lag, more stable simulation).
- 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.
This is required to benefit from crisp display on hiDPI monitors.
This also fixes issues related to fullscreen and input handling
when using an hiDPI display on Windows.
- Enable 4× MSAA in all 3D demos.
- Enable filmic tonemapping with a whitepoint of 6 in GLES3 3D demos.
- Add subtle fog to the Truck Town demo.
- Use the `2d` stretch mode and `expand` stretch aspect to support
multiple resolutions and aspect ratios.