Metal: Add MetalFX upscaling support
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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@ -3024,6 +3024,12 @@
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Sets the scaling 3D mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially-aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. On particularly low-end GPUs, the added cost of FSR may not be worth it (compared to using bilinear scaling with a slightly higher resolution scale to match performance).
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[b]Note:[/b] FSR is only effective when using the Forward+ rendering method, not Mobile or Compatibility. If using an incompatible rendering method, FSR will fall back to bilinear scaling.
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</member>
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<member name="rendering/scaling_3d/mode.ios" type="int" setter="" getter="">
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iOS override for [member rendering/scaling_3d/mode]. This allows selecting the MetalFX spatial and MetalFX temporal scaling modes, which are exclusive to platforms where the Metal rendering driver is used.
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</member>
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<member name="rendering/scaling_3d/mode.macos" type="int" setter="" getter="">
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macOS override for [member rendering/scaling_3d/mode]. This allows selecting the MetalFX spatial and MetalFX temporal scaling modes, which are exclusive to platforms where the Metal rendering driver is used.
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</member>
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<member name="rendering/scaling_3d/scale" type="float" setter="" getter="" default="1.0">
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Scales the 3D render buffer based on the viewport size uses an image filter specified in [member rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member rendering/anti_aliasing/quality/msaa_3d] for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.
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</member>
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