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Add a dedicated page for 3D rendering limitations

The "3D performance and limitations" page was renamed to reflect
this change. It will specifically focus on 3D performance in the future.
Hugo Locurcio há 5 anos atrás
pai
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tutorials/3d/3d_rendering_limitations.rst

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+.. _doc_3d_rendering_limitations:
+
+3D rendering limitations
+========================
+
+Introduction
+------------
+
+Due to their focus on performance, real-time rendering engines have many
+limitations. Godot's renderer is no exception. To work effectively with those
+limitations, you need to understand them.
+
+Texture size limits
+-------------------
+
+On desktops and laptops, textures larger than 8192×8192 may not be supported on
+older devices. You can check your target GPU's limitations on
+`GPUinfo.org <https://www.gpuinfo.org/>`__.
+
+Mobile GPUs are typically limited to 4096×4096 textures. Also, some mobile GPUs
+don't support repeating non-power-of-two-sized textures. Therefore, if you want
+your texture to display correctly on all platforms, you should avoid using
+textures larger than 4096×4096 and use a power of two size if the texture needs
+to repeat.
+
+Color banding
+-------------
+
+When using the GLES3 or Vulkan renderers, Godot's 3D engine renders internally
+in HDR. However, the rendering output will be tonemapped to a low dynamic range
+so it can be displayed on the screen. This can result in visible banding,
+especially when using untextured materials. This can also be seen in 2D projects
+when using smooth gradient textures.
+
+There are several ways to alleviate banding. Here are a few examples:
+
+- Bake some noise into your textures. This is mainly effective in 2D, e.g. for
+  vignetting effects.
+- Implement a debanding shader as a :ref:`screen-reading shader <doc_screen-reading_shaders>`.
+  Godot currently doesn't provide a built-in debanding shader, but this may be
+  added in a future release.
+
+.. seealso::
+
+    See `Banding in Games: A Noisy Rant <http://loopit.dk/banding_in_games.pdf>`__
+    for more details about banding and ways to combat it.
+
+Depth buffer precision
+----------------------
+
+To sort objects in 3D space, rendering engines rely on a *depth buffer* (also
+called *Z-buffer*). This buffer has a finite precision: 24-bit on desktop
+platforms, sometimes 16-bit on mobile platforms (for performance reasons). If
+two different objects end up on the same buffer value, then Z-fighting will
+occur. This will materialize as textures flickering back and forth as the camera
+moves or rotates.
+
+To make the depth buffer more precise over the rendered area, you should
+*increase* the Camera node's **Near** property. However, be careful: if you set
+it too high, players will be able to see through nearby geometry. You should
+also *decrease* the Camera node's **Far** property to the lowest permissible value
+for your use case, though keep in mind it won't impact precision as much as the
+**Near** property.
+
+If you only need high precision when the player can see far away, you could
+change it dynamically based on the game conditions. For instance, if the player
+enters an airplane, the **Near** property can be temporarily increased to avoid
+Z-fighting in the distance. It can then be decreased once the player leaves the
+airplane.
+
+Depending on the scene and viewing conditions, you may also be able to move the
+Z-fighting objects further apart without the difference being visible to the
+player.
+
+Transparency sorting
+--------------------
+
+In Godot, transparent materials are drawn after opaque materials. Transparent
+objects are sorted back to front before being drawn based on the Node3D's
+position, not the vertex position in world space. Due to this, overlapping
+objects may often be sorted out of order. To fix improperly sorted objects, tweak
+the material's :ref:`Render Priority <class_Material_property_render_priority>`
+property. This will force specific materials to appear in front or behind of
+other transparent materials. Even then, this may not always be sufficient.
+
+Some rendering engines feature *order-independent transparency* techniques to
+alleviate this, but this is costly on the GPU. Godot currently doesn't provide
+this feature. There are still several ways to avoid this problem:
+
+- Only make materials transparent if you actually need it. If a material only
+  has a small transparent part, consider splitting it into a separate material.
+  This will allow the opaque part to cast shadows and may also improve
+  performance.
+
+- If you want a material to fade with distance, use the StandardMaterial3D
+  distance fade mode **Pixel Dither** or **Object Dither** instead of
+  **PixelAlpha**. This will make the material opaque. This way, it can also
+  cast shadows.
+
+Multi-sample antialiasing
+-------------------------
+
+Multi-sample antialiasing (MSAA) takes multiple *coverage* samples at the edges
+of polygons when rendering objects. It does not increase the number of *color*
+samples used to render a scene. Here's what this means in practice:
+
+- Edges of meshes will be smoothed out nicely (as well as supersampling would).
+- Transparent materials that use *alpha testing* (1-bit transparency) won't be smoothed out.
+- Specular aliasing ("sparkles" that appear on reflective surfaces) won't be reduced.
+
+There are several ways to work around this limitation depending on your performance budget:
+
+- To make specular aliasing less noticeable, open the Project Settings and enable
+  **Rendering > Quality > Screen Space Filters > Screen Space Roughness Limiter**.
+  This filter has a moderate cost on performance. It should be enabled only if
+  you actually need it.
+
+- Enable FXAA in addition to (or instead of) MSAA. Since FXAA is a screen-space
+  antialiasing method, it will smooth out anything. As a downside, it will also
+  make the scene appear blurrier, especially at resolutions below 1440p.
+
+- Render the scene at a higher resolution, then display it in a ViewportTexture
+  that matches the window size. Make sure to enable **Filter** on the
+  ViewportTexture flags. This technique is called *supersampling* and is very
+  slow. Its use is generally only recommended for offline rendering.

+ 2 - 1
tutorials/3d/index.rst

@@ -7,7 +7,8 @@
 
    introduction_to_3d
    using_transforms
-   3d_performance_and_limitations
+   optimizing_3d_performance
+   3d_rendering_limitations
    spatial_material
    lights_and_shadows
    reflection_probes

+ 6 - 3
tutorials/3d/3d_performance_and_limitations.rst → tutorials/3d/optimizing_3d_performance.rst

@@ -1,7 +1,10 @@
-.. _doc_3d_performance_and_limitations:
+.. meta::
+    :keywords: optimization
 
-3D performance and limitations
-==============================
+.. _doc_optimizing_3d_performance:
+
+Optimizing 3D performance
+=========================
 
 Introduction
 ~~~~~~~~~~~~