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- New graphics settings:
- Field of view.
- Volumetric fog.
- Use Godot's built-in 3D viewport facilities instead of using a SubViewport.
- This also allows for choosing AMD FidelityFX Super Resolution
for resolution scaling, but it's not working yet due to a Godot bug.
- Nearest-neighbor scaling is no longer available. It can be
reimplemented in Godot core and then exposed in the future.
- Separate MSAA from FXAA settings, as both can be used at the same time.
- Add more quality settings for various effect settings.
- Rename sections and setting names to be more "player-oriented"
(even if this results in the actual Godot terminology not being
presented).
- Add performance hints to setting values.
- Add FPS counter and viewport resolution display
(taking the resolution scale into account).
- Add more objects to the test scene and tweak environment settings.
- ACES tonemapping is now used.
- Debanding is now enabled, as this scene requires it to avoid visible
banding.
- Make the emissive box less bright to prevent MSAA and FXAA from
being ineffective on it (due to Godot not supporting correct
HDR antialiasing).
- Remove unnecessary DirectionalLight3D, VoxelGI and ReflectionProbe.
3D Graphics Settings
A demo showing an example of a graphics settings menu.
Included settings are:
Video settings:
- UI scale.
- Resolution scale.
- Display filter (bilinear or AMD FidelityFX Super Resolution 1.0).
- Fullscreen.
- V-Sync (traditional and adaptive).
- Anti-aliasing (MSAA and FXAA).
- Camera field of view.
Effect settings:
- Signed distance field global illumination (SDFGI).
- Bloom (glow).
- Screen-space ambient occlusion (SSAO).
- Screen-Space reflections (SSR).
- Screen-space indirect lighting (SSIL).
- Volumetric fog.
- Screen adjustments: brightness, contrast, saturation.
Language: GDScript
Renderer: Vulkan Clustered
