6 Commits

Author SHA1 Message Date
Hugo Locurcio
db745e5e59 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).
2025-11-26 10:37:17 -08:00
Aaron Franke
14fcc0e133 Update all demo projects for Godot 4.5 and use path-deterministic UIDs (#1258) 2025-10-03 16:22:39 -07:00
Hugo Locurcio
4d49bbd1b8 Update demos for Godot 4.4
- Resave all files with Godot 4.4 to make use of script/shader UIDs.
- Use AgX tonemapping in all demos that used a tonemapper other than Linear.
2025-03-21 02:00:41 +01:00
Hugo Locurcio
2a962929f3 Update demo files for Godot 4.2.1 (#1013)
All demos were opened with Godot 4.2.1, with the mesh format
upgraded for 3D demos.

The 3D antialiasing demo now uses Extra Cull Margin on the last
object to prevent it from disappearing too early when the camera
rotates (due to its use of shader-based animation).
2024-02-01 17:30:08 +01:00
Hugo Locurcio
79edc17b70 Add AMD FidelityFX Super Resolution 1.0 toggle to the 3D antialiasing demo (#871)
- Expose FSR Sharpness when FSR is enabled.
- Allow more granular controls for rendering scale factor.
- Add a FPS limit option when TAA is enabled, as TAA convergence quality depends
  on the rendered framerate.
- Display viewport resolution (taking 3D resolution scale into account)
  in the top-right corner.
- Decrease directional shadow bias to reduce peter-panning.
- Fix some particles not being scaled over a lifetime curve.
2023-05-05 15:46:27 +02:00
Hugo Locurcio
9dbd05a8a8 Add a 3D antialiasing demo 2022-07-10 20:34:30 -05:00