extends Node const ROT_SPEED = 0.003 const ZOOM_SPEED = 0.125 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE var tester_index := 0 var rot_x := -TAU / 16 # This must be kept in sync with RotationX. var rot_y := TAU / 8 # This must be kept in sync with CameraHolder. var camera_distance := 2.0 @onready var testers: Node3D = $Testers @onready var camera_holder: Node3D = $CameraHolder # Has a position and rotates on Y. @onready var rotation_x: Node3D = $CameraHolder/RotationX @onready var camera: Camera3D = $CameraHolder/RotationX/Camera3D @onready var fps_label: Label = $FPSLabel var is_compatibility: bool = false func _ready() -> void: if RenderingServer.get_current_rendering_method() == "gl_compatibility": is_compatibility = true # Hide unsupported features. $Antialiasing/FXAAContainer.visible = false $Antialiasing/TAAContainer.visible = false # Darken the light's energy to compensate for sRGB blending (without affecting sky rendering). $DirectionalLight3D.sky_mode = DirectionalLight3D.SKY_MODE_SKY_ONLY var new_light: DirectionalLight3D = $DirectionalLight3D.duplicate() new_light.light_energy = 0.3 new_light.sky_mode = DirectionalLight3D.SKY_MODE_LIGHT_ONLY add_child(new_light) # Disable V-Sync to uncap framerate on supported platforms. This makes performance comparison # easier on high-end machines that easily reach the monitor's refresh rate. DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED) camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0)) rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0)) update_gui() get_viewport().size_changed.connect(_on_viewport_size_changed) func _unhandled_input(input_event: InputEvent) -> void: if input_event.is_action_pressed(&"ui_left"): _on_previous_pressed() if input_event.is_action_pressed(&"ui_right"): _on_next_pressed() if input_event is InputEventMouseButton: if input_event.button_index == MOUSE_BUTTON_WHEEL_UP: camera_distance -= ZOOM_SPEED if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN: camera_distance += ZOOM_SPEED camera_distance = clamp(camera_distance, 1.5, 6) if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS: # Use `screen_relative` to make mouse sensitivity independent of viewport resolution. var relative_motion: Vector2 = input_event.screen_relative rot_y -= relative_motion.x * ROT_SPEED rot_x -= relative_motion.y * ROT_SPEED rot_x = clamp(rot_x, -1.57, 0) camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0)) rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0)) func _process(delta: float) -> void: var current_tester: Node3D = testers.get_child(tester_index) # This code assumes CameraHolder's X and Y coordinates are already correct. var current_position := camera_holder.global_transform.origin.z var target_position := current_tester.global_transform.origin.z camera_holder.global_transform.origin.z = lerpf(current_position, target_position, 3 * delta) camera.position.z = lerpf(camera.position.z, camera_distance, 10 * delta) fps_label.text = "%d FPS (%.2f mspf)" % [Engine.get_frames_per_second(), 1000.0 / Engine.get_frames_per_second()] # Color FPS counter depending on framerate. # The Gradient resource is stored as metadata within the FPSLabel node (accessible in the inspector). fps_label.modulate = fps_label.get_meta(&"gradient").sample(remap(Engine.get_frames_per_second(), 0, 180, 0.0, 1.0)) func _on_previous_pressed() -> void: tester_index = max(0, tester_index - 1) update_gui() func _on_next_pressed() -> void: tester_index = min(tester_index + 1, testers.get_child_count() - 1) update_gui() func update_gui() -> void: $TestName.text = str(testers.get_child(tester_index).name).capitalize() $Previous.disabled = tester_index == 0 $Next.disabled = tester_index == testers.get_child_count() - 1 func _on_msaa_item_selected(index: int) -> void: # Multi-sample anti-aliasing. High quality, but slow. It also does not smooth out the edges of # transparent (alpha scissor) textures. get_viewport().msaa_3d = index as Viewport.MSAA func _on_limit_fps_scale_value_changed(value: float) -> void: # The rendering FPS affects the appearance of TAA, as higher framerates allow it to converge faster. # On high refresh rate monitors, TAA ghosting issues may appear less noticeable as a result # (if the GPU can keep up). $Antialiasing/LimitFPSContainer/Value.text = str(value) Engine.max_fps = roundi(value) func _on_render_scale_value_changed(value: float) -> void: get_viewport().scaling_3d_scale = value $Antialiasing/RenderScaleContainer/Value.text = "%d%%" % (value * 100) # Update viewport resolution text. _on_viewport_size_changed() if not is_compatibility: # Only show the feature if supported. # FSR 1.0 is only effective if render scale is below 100%, so hide the setting if at native resolution or higher. $Antialiasing/FidelityFXFSR.visible = value < 1.0 $Antialiasing/FSRSharpness.visible = get_viewport().scaling_3d_mode == Viewport.SCALING_3D_MODE_FSR and value < 1.0 func _on_amd_fidelityfx_fsr1_toggled(button_pressed: bool) -> void: get_viewport().scaling_3d_mode = Viewport.SCALING_3D_MODE_FSR if button_pressed else Viewport.SCALING_3D_MODE_BILINEAR # FSR 1.0 is only effective if render scale is below 100%, so hide the setting if at native resolution or higher. $Antialiasing/FSRSharpness.visible = button_pressed func _on_fsr_sharpness_item_selected(index: int) -> void: # *Lower* values of FSR sharpness are sharper. match index: 0: get_viewport().fsr_sharpness = 2.0 1: get_viewport().fsr_sharpness = 0.8 2: get_viewport().fsr_sharpness = 0.4 3: get_viewport().fsr_sharpness = 0.2 4: get_viewport().fsr_sharpness = 0.0 func _on_viewport_size_changed() -> void: $ViewportResolution.text = "Viewport resolution: %d×%d" % [ get_viewport().size.x * get_viewport().scaling_3d_scale, get_viewport().size.y * get_viewport().scaling_3d_scale, ] func _on_v_sync_item_selected(index: int) -> void: # Vsync is enabled by default. # Vertical synchronization locks framerate and makes screen tearing not visible at the cost of # higher input latency and stuttering when the framerate target is not met. # Adaptive V-Sync automatically disables V-Sync when the framerate target is not met, and enables # V-Sync otherwise. This prevents suttering 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) func _on_taa_item_selected(index: int) -> void: # Temporal antialiasing. Smooths out everything including specular aliasing, but can introduce # ghosting artifacts and blurring in motion. Moderate performance cost. get_viewport().use_taa = index == 1 func _on_fxaa_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