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- 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.
Mobile Demos
These demos depend on features only available in mobile phones or tablets.
The Android IAP demo only runs on Android.
Languages: All are GDScript
Renderers: All are GLES 2