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Link to Resolution scaling documentation in Multiple resolutions

These two concepts are often used together in 3D games.
Hugo Locurcio 2 ヶ月 前
コミット
b38edbfb1a
1 ファイル変更16 行追加8 行削除
  1. 16 8
      tutorials/rendering/multiple_resolutions.rst

+ 16 - 8
tutorials/rendering/multiple_resolutions.rst

@@ -20,14 +20,11 @@ Nowadays, this is no longer the case, as there are plenty of different screen
 sizes, densities, and aspect ratios. Non-conventional sizes are also becoming
 sizes, densities, and aspect ratios. Non-conventional sizes are also becoming
 increasingly popular, such as ultrawide displays.
 increasingly popular, such as ultrawide displays.
 
 
-For 3D games, there is not much of a need to support multiple resolutions (from
-the aesthetic point of view). The 3D geometry will just fill the screen based on
-the field of view, disregarding the aspect ratio. The main reason one may want
-to support this, in this case, is for *performance* reasons (running in lower
-resolution to increase frames per second).
-
-For 2D and game UIs, this is a different matter, as art needs to be created
-using specific pixel sizes in software such as Photoshop, GIMP or Krita.
+For 3D rendering, there is not much of a need to support multiple resolutions.
+Thanks to its vector-based nature, 3D geometry will just fill the screen based
+on the viewport size. For 2D and game UIs, this is a different matter,
+as art needs to be created using specific pixel sizes in software such
+as Photoshop, GIMP or Krita.
 
 
 Since layouts, aspect ratios, resolutions, and pixel densities can change so
 Since layouts, aspect ratios, resolutions, and pixel densities can change so
 much, it is no longer possible to design UIs for every specific screen.
 much, it is no longer possible to design UIs for every specific screen.
@@ -122,6 +119,14 @@ most flexible way to deal with the problem, it can be a lot of work,
 code and guessing, so Godot provides a set of parameters in the
 code and guessing, so Godot provides a set of parameters in the
 project settings to handle multiple resolutions.
 project settings to handle multiple resolutions.
 
 
+.. tip::
+
+    To render 3D at a lower resolution than 2D elements (without needing
+    separate viewports), you can use Godot's
+    :ref:`resolution scaling <doc_resolution_scaling>` support. This is a good way
+    to improve performance significantly in GPU-bottlenecked scenarios.
+    This works with any stretch mode and stretch aspect combination.
+
 Stretch settings
 Stretch settings
 ----------------
 ----------------
 
 
@@ -373,6 +378,9 @@ Desktop game
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
+- For 3D games, consider exposing :ref:`doc_resolution_scaling` in the game's options menu
+  to allow players to adjust the 3D rendering resolution separately from UI elements.
+  This is useful for performance tuning, especially on lower-end hardware.
 
 
 **Pixel art:**
 **Pixel art:**