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+Resolution scaling
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+==================
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+
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+Why use resolution scaling?
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+---------------------------
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+
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+With the ever-increasing rendering complexity of modern games, rendering at
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+native resolution isn't always viable anymore, especially on lower-end GPUs.
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+
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+Resolution scaling is one of the most direct ways to influence the GPU
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+requirements of a scene. In scenes that are bottlenecked by the GPU (rather than
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+by the CPU), decreasing the resolution scale can improve performance
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+significantly. Resolution scaling is particularly important on mobile GPUs where
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+performance and power budgets are limited.
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+
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+While resolution scaling is an important tool to have, remember that resolution
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+scaling is not intended to be a replacement for decreasing graphics settings on
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+lower-end hardware. Consider exposing both resolution scale and graphics
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+settings in your in-game menus.
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+
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+.. note::
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+
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+ Resolution scaling is currently not available for 2D rendering, but it can be
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+ simulated using the ``viewport`` stretch mode. See :ref:`doc_multiple_resolutions`
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+ for more information.
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+
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+Resolution scaling options
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+--------------------------
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+
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+In the advanced Project Settings' **Rendering > Scaling 3D** section, you cany
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+find several options for 3D resolution scaling:
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+
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+Scaling mode
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+^^^^^^^^^^^^
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+
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+- **Bilinear:** Standard bilinear filtering (default).
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+- **FSR 1.0:** `AMD FidelityFX Super Resolution 1.0 <https://gpuopen.com/fidelityfx-superresolution/>`__.
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+ Slower, but higher quality compared to bilinear scaling. On very slow GPUs,
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+ the cost of FSR 1.0 may be too expensive to be worth using it over bilinear
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+ scaling.
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+
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+Here are comparison images between native resolution, bilinear scaling with 50%
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+resolution scale and FSR 1.0 scaling with 50% resolution scale:
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+
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+.. image:: img/resolution_scaling_bilinear_0.5.png
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+
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+.. image:: img/resolution_scaling_fsr1_0.5.png
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+
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+FSR 1.0 upscaling works best when coupled with another form of antialiasing.
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+Temporal antialiasing (TAA) or multisample antialiasing (MSAA) should preferably
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+be used in this case, as FXAA does not add temporal information and introduces
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+more blurring to the image.
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+
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+Here's the same comparison, but with 4× MSAA enabled on all images:
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+
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+.. image:: img/resolution_scaling_bilinear_msaa_4x_0.5.png
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+
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+.. image:: img/resolution_scaling_fsr1_msaa_4x_0.5.png
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+
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+Notice how the edge upscaling of FSR 1.0 becomes much more convincing once 4×
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+MSAA is enabled.
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+
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+Rendering scale
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+^^^^^^^^^^^^^^^
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+
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+The **Rendering > Scaling 3D > Scale** setting adjusts the resolution scale.
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+``1.0`` represents the full resolution scale, with the 3D rendering resolution
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+matching the 2D rendering resolution. Resolution scales *below* ``1.0`` can be
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+used to speed up rendering, at the cost of a blurrier final image and more aliasing.
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+
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+The rendering scale can be adjusted at run-time by changing the ``scaling_3d_scale``
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+property on a :ref:`class_Viewport` node.
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+
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+Resolution scales *above* ``1.0`` can be used for supersample antialiasing
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+(SSAA). This will provide antialiasing at a *very* high performance cost, and is
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+**not recommended** for most use cases. See :ref:`doc_3d_antialiasing` for more
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+information.
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+
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+The tables below list common screen resolutions, the resulting 3D rendering
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+resolution and the number of megapixels that need to be rendered each frame
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+depending on the rendering scale option. Rows are sorted from fastest to slowest
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+in each table.
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+
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+.. note::
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+
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+ The resolution scale is defined on a **per-axis** basis. For example, this
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+ means that halving the resolution scale factor will reduce the number of
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+ rendered megapixels per frame by a factor of 4, not 2. Therefore, very low
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+ or very high resolution scale factors can have a greater performance impact
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+ than expected.
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+
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+**1920×1080 (Full HD)**
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+
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++--------------------------+-------------------------+-------------------------------+
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+| Resolution scale factor | 3D rendering resolution | Megapixels rendered per frame |
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++==========================+=========================+===============================+
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+| ``0.50`` | 960×540 | 0.52 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``0.67`` | 1286×723 | 0.93 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``0.75`` | 1440×810 | 1.17 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``0.85`` | 1632×918 | 1.50 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``1.00`` **(native)** | **1920×1080** | **2.07 MPix** |
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++--------------------------+-------------------------+-------------------------------+
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+| ``1.33`` (supersampling) | 2553×1436 | 3.67 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``1.50`` (supersampling) | 2880×1620 | 4.67 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``2.00`` (supersampling) | 3840×2160 | 8.29 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+
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+**2560×1440 (QHD)**
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+
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++--------------------------+-------------------------+-------------------------------+
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+| Resolution scale factor | 3D rendering resolution | Megapixels rendered per frame |
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++==========================+=========================+===============================+
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+| ``0.50`` | 1280×720 | 0.92 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``0.67`` | 1715×964 | 1.65 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``0.75`` | 1920×1080 | 2.07 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``0.85`` | 2176×1224 | 2.66 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``1.00`` **(native)** | **2560×1440** | **3.69 MPix** |
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++--------------------------+-------------------------+-------------------------------+
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+| ``1.33`` (supersampling) | 3404×1915 | 6.52 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``1.50`` (supersampling) | 3840×2160 | 8.29 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``2.00`` (supersampling) | 5120×2880 | 14.75 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+
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+**3840×2160 (Ultra HD "4K")**
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+
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++--------------------------+-------------------------+-------------------------------+
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+| Resolution scale factor | 3D rendering resolution | Megapixels rendered per frame |
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++==========================+=========================+===============================+
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+| ``0.50`` | 1920×1080 | 2.07 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``0.67`` | 2572×1447 | 3.72 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``0.75`` | 2880×1620 | 4.67 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``0.85`` | 3264×1836 | 5.99 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``1.00`` **(native)** | **3840×2160** | **8.29 MPix** |
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++--------------------------+-------------------------+-------------------------------+
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+| ``1.33`` (supersampling) | 5107×2872 | 14.67 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``1.50`` (supersampling) | 5760×3240 | 18.66 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+| ``2.00`` (supersampling) | 7680×4320 | 33.18 MPix |
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++--------------------------+-------------------------+-------------------------------+
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+
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+FSR Sharpness
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+^^^^^^^^^^^^^
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+
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+When using the FSR 1.0 scaling mode, the sharpness can be controlled using the
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+**Rendering > Scaling 3D > FSR Sharpness** advanced project setting.
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+
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+The intensity is inverted compared to most other sharpness sliders: *lower*
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+values will result in a sharper final image, while *higher* values will *reduce*
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+the impact of the sharpening filter. ``0.0`` is the sharpest, while ``2.0`` is
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+the least sharp. The default value of ``0.2`` provides a balance between
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+preserving the original image's sharpness and avoiding additional aliasing due
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+to oversharpening.
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+
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+.. note::
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+
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+ If you wish to use sharpening when rendering at native resolution, Godot
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+ currently doesn't allow using the sharpening component of FSR (RCAS)
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+ independently from the upscaling component (EASU).
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+
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+ As a workaround, you can set the 3D rendering scale to ``0.99``, set the
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+ scaling mode to **FSR 1.0** then adjust FSR sharpness as needed. This allows
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+ using FSR 1.0 while rendering at a near-native resolution.
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+
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+Mipmap bias
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+^^^^^^^^^^^
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+
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+Godot automatically uses a negative texture mipmap bias when the 3D resolution
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+scale is set below ``1.0``. This allows for better preservation of texture
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+detail at the cost of a grainy appearance on detailed textures.
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+
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+The texture LOD bias currently affects both 2D and 3D rendering in the same way.
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+However, keep in mind it only has an effect on textures with mipmaps enabled.
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+Textures used in 2D don't have mipmaps enabled by default, which means only 3D
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+rendering is affected unless you enabled mipmaps on 2D textures in the Import
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+dock.
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+
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+The formula used to determine the texture mipmap bias is: TODO
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+
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+To counteract the blurriness added by some antialiasing methods, Godot also adds
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+a ``-0.25`` offset when FXAA is enabled, and a ``-0.5`` offset when TAA is
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+enabled. If both are enabled at the same time, a ``-0.75`` offset is used. This
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+mipmap bias offset is applied *before* the resolution scaling offset, so it does
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+not change depending on resolution scale.
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+
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+The texture LOD bias can manually be changed by adjusting the **Rendering >
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+Textures > Default Filters > Texture Mipmap Bias** advanced project setting. It
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+can also be changed at run-time on :ref:`Viewports <class_Viewport>` by
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+adjusting the ``texture_mipmap_bias`` property.
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+
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+.. warning::
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+
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+ Adjusting the mipmap LOD bias manually can be useful in certain scenarios,
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+ but this should be done carefully to prevent the final image from looking
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+ grainy in motion.
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+
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+ *Negative* mipmap LOD bias can also decrease performance due to
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+ higher-resolution mips having to be sampled further away. Recommended values
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+ for a manual offset are between ``-0.5`` and ``0.0``.
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+
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+ *Positive* mipmap LOD bias will make mipmapped textures appear blurrier than
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+ intended. This may improve performance slightly, but is otherwise not
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+ recommended as the loss in visual quality is usually not worth the
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+ performance gain.
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+
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+The example below shows an extreme case, with a mipmap LOD bias of ``-1.0`` and
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+anisotropic filtering disabled to make the difference more noticeable:
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+
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+.. image:: img/resolution_scaling_texture_mipmap_bias_comparison.png
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+
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+Troubleshooting
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+---------------
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+
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+Performance does not increase much when decreasing resolution scale
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+If performance doesn't increase much when decreasing resolution scale to a value
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+like ``0.5``, it likely means the performance bottleneck is elsewhere in your
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+scene. For example, your scene could have too many draw calls, causing a CPU
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+bottleneck to occur. Likewise, you may have too many graphics effects enabled
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+for your GPU to handle (such as SDFGI, SSAO or SSR).
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+
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+See the :ref:`doc_performance` tutorials for more information.
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