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@@ -217,6 +217,8 @@ wouldn't have. Both the clustered and mobile
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:ref:`doc_internal_rendering_architecture_methods` can be used with a Metal
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:ref:`doc_internal_rendering_architecture_methods` can be used with a Metal
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backend via MoltenVK.
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backend via MoltenVK.
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+.. UPDATE: Planned feature. When the native Metal driver is implemented, update this.
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+
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A native Metal driver is planned in the future for better performance and
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A native Metal driver is planned in the future for better performance and
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compatibility.
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compatibility.
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@@ -395,6 +397,9 @@ allows maximizing the performance of bilinear 3D scaling.
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The ``configure()`` function in RenderSceneBuffersRD reallocates the 2D/3D
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The ``configure()`` function in RenderSceneBuffersRD reallocates the 2D/3D
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buffers when the resolution or scaling changes.
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buffers when the resolution or scaling changes.
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+.. UPDATE: Planned feature. When dynamic resolution scaling is supported,
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+.. update this paragraph.
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+
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Dynamic resolution scaling isn't supported yet, but is planned in a future Godot
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Dynamic resolution scaling isn't supported yet, but is planned in a future Godot
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release.
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release.
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@@ -413,6 +418,9 @@ release.
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2D light rendering is performed in a single pass to allow for better performance
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2D light rendering is performed in a single pass to allow for better performance
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with large amounts of lights.
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with large amounts of lights.
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+.. UPDATE: Planned feature. When Forward+ and Mobile feature 2D batching,
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+.. update this.
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+
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The Forward+ and Mobile rendering methods don't feature 2D batching yet, but
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The Forward+ and Mobile rendering methods don't feature 2D batching yet, but
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it's planned for a future release.
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it's planned for a future release.
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@@ -476,6 +484,9 @@ apart so that each object is only touched by 1 or 2 shadowed lights at a time.
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The maximum number of lights visible at once can be adjusted in the project
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The maximum number of lights visible at once can be adjusted in the project
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settings.
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settings.
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+.. UPDATE: Planned feature. When static and dynamic shadow rendering are
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+.. separated, update this paragraph.
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+
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In all 3 methods, lights without shadows are much cheaper than lights with
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In all 3 methods, lights without shadows are much cheaper than lights with
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shadows. To improve performance, lights are only updated when the light is
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shadows. To improve performance, lights are only updated when the light is
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modified or when objects in its radius are modified. Godot currently doesn't
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modified or when objects in its radius are modified. Godot currently doesn't
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