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Add Antialiasing comparison table, remove redundant MSAA limitations section

tetrapod00 9 luni în urmă
părinte
comite
99722f2d78
2 a modificat fișierele cu 40 adăugiri și 42 ștergeri
  1. 40 1
      tutorials/3d/3d_antialiasing.rst
  2. 0 41
      tutorials/3d/3d_rendering_limitations.rst

+ 40 - 1
tutorials/3d/3d_antialiasing.rst

@@ -66,6 +66,9 @@ StandardMaterial3D or ORMMaterial3D properties. Alpha to coverage has a
 moderate performance cost, but it's effective at reducing aliasing on
 moderate performance cost, but it's effective at reducing aliasing on
 transparent materials without introducing any blurriness.
 transparent materials without introducing any blurriness.
 
 
+To make specular aliasing less noticeable, use the `Screen-space roughness limiter`_,
+which is enabled by default.
+
 MSAA can be enabled in the Project Settings by changing the value of the
 MSAA can be enabled in the Project Settings by changing the value of the
 **Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to change
 **Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to change
 the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely
 the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely
@@ -231,7 +234,9 @@ an effect on roughness map rendering itself, its impact is limited there.
 
 
 The screen-space roughness limiter is enabled by default; it doesn't require
 The screen-space roughness limiter is enabled by default; it doesn't require
 any manual setup. It has a small performance impact, so consider disabling it
 any manual setup. It has a small performance impact, so consider disabling it
-if your project isn't affected by specular aliasing much.
+if your project isn't affected by specular aliasing much. You can disable it
+with the **Rendering > Quality > Screen Space Filters > Screen Space Roughness Limiter**
+project setting.
 
 
 Texture roughness limiter on import
 Texture roughness limiter on import
 -----------------------------------
 -----------------------------------
@@ -279,3 +284,37 @@ usually unnecessary, but it can provide better visuals on high-end GPUs or for
 :ref:`non-real-time rendering <doc_creating_movies>`. For example, to make
 :ref:`non-real-time rendering <doc_creating_movies>`. For example, to make
 moving edges look better when TAA is enabled, you can also enable MSAA at the
 moving edges look better when TAA is enabled, you can also enable MSAA at the
 same time.
 same time.
+
+Antialiasing comparison
+~~~~~~~~~~~~~~~~~~~~~~~
+
++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
+| Feature                  | MSAA                     | TAA                      | FSR2                     | FXAA                     | SSAA                     | SSRL                     |
++==========================+==========================+==========================+==========================+==========================+==========================+==========================+
+| Edge antialiasing        | 🟢 Yes                   | 🟢 Yes                   | 🟢 Yes                   | 🟢 Yes                   | 🟢 Yes                   | 🔴 No                    |
++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
+| Specular antialiasing    | 🟡 Some                  | 🟢 Yes                   | 🟢 Yes                   | 🟡 Some                  | 🟢 Yes                   | 🟢 Yes                   |
++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
+| Transparency antialiasing| 🟡 Some [1]_             | 🟢 Yes [2]_              | 🟢 Yes [2]_              | 🟢 Yes                   | 🟢 Yes                   | 🔴 No                    |
+|                          |                          |                          |                          |                          |                          |                          |
++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
+| Added blur               | 🟢 None                  | 🟡 Some                  | 🟡 Some                  | 🟡 Some                  | 🟡 Some [3]_             | 🟢 None                  |
+|                          |                          |                          |                          |                          |                          |                          |
++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
+| Ghosting artifacts       | 🟢 None                  | 🔴 Yes                   | 🔴 Yes                   | 🟢 None                  | 🟢 None                  | 🟢 None                  |
++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
+| Performance cost         | 🟡 Medium                | 🟡 Medium                | 🔴 High                  | 🟢 Low                   | 🔴 Very High             | 🟡 Medium                |
++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
+| Forward+                 | ✔️ Yes                   | ✔️ Yes                   | ✔️ Yes                   | ✔️ Yes                   | ✔️ Yes                   | ✔️ Yes                   |
++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
+| Mobile                   | ✔️ Yes                   | ❌ No                    | ❌ No                    | ✔️ Yes                   | ✔️ Yes                   | ✔️ Yes                   |
++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
+| Compatibility            | ✔️ Yes                   | ❌ No                    | ❌ No                    | ❌ No                    | ✔️ Yes                   | ❌ No                    |
++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
+
+
+.. [1] MSAA does not work well with materials with Alpha Scissor (1-bit transparency).
+       This can be mitigated by enabling ``alpha antialiasing`` on the material.
+.. [2] TAA/FSR2 transparency antialiasing is most effective when using Alpha Scissor.
+.. [3] SSAA has some blur from bilinear downscaling. This can be mitigated by
+       using an integer scaling factor of ``2.0``.

+ 0 - 41
tutorials/3d/3d_rendering_limitations.rst

@@ -150,44 +150,3 @@ this feature. There are still several ways to avoid this problem:
    :alt: Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)
    :alt: Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)
 
 
    Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)
    Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)
-
-Multi-sample antialiasing
--------------------------
-
-.. seealso::
-
-    Antialiasing is explained in detail on the :ref:`doc_3d_antialiasing` page.
-
-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, so it should only be enabled if
-  you actually need it.
-
-- Enable fast approximate antialiasing (FXAA) in addition to (or instead of)
-  MSAA. Since FXAA is a screen-space antialiasing method, it will smooth out
-  anything. As a downside, FXAA also makes the scene appear blurrier, especially
-  at resolutions below 1440p. FXAA also lacks temporal information, which means
-  its impact on specular aliasing is limited.
-
-- Enable temporal antialiasing (TAA) in addition to (or instead of) MSAA. Since
-  TAA is a screen-space antialiasing method, it will smooth out anything. As a
-  downside, TAA also makes the scene appear blurrier, especially at resolutions
-  below 1440p. TAA provides superior quality compared to FXAA and can
-  effectively combat specular aliasing. However, TAA has a greater performance
-  cost compared to FXAA, and TAA can introduce ghosting artifacts with fast
-  movement.
-
-- Render the scene at a higher resolution by increasing the **Scaling 3D >
-  Scale** project setting above ``1.0``. This technique is called supersample
-  antialiasing (SSAA) and is very slow. Its use is generally only recommended
-  for offline rendering.