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@@ -65,8 +65,8 @@ moderate performance cost, but it's effective at reducing aliasing on
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transparent materials without introducing any blurriness.
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MSAA can be enabled in the Project Settings by changing the value of the
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-**Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to change
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-the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely
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+:ref:`Rendering > Anti Aliasing > Quality > MSAA 3D<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_3d>`
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+setting. It's important to change the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely
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separate settings.
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Comparison between no antialiasing (left) and various MSAA levels (right).
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@@ -103,8 +103,9 @@ downside of TAA is that it can exhibit *ghosting* artifacts behind moving
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objects. Rendering at a higher framerate will allow TAA to converge faster,
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therefore making those ghosting artifacts less visible.
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-Temporal antialiasing can be enabled in the Project Settings by changing the
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-value of the **Rendering > Anti Aliasing > Quality > Use TAA** setting.
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+Temporal antialiasing can be enabled in the Project Settings by changing the value of the
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+:ref:`Rendering > Anti Aliasing > Quality > TAA<class_ProjectSettings_property_rendering/anti_aliasing/quality/use_taa>`
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+setting.
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Comparison between no antialiasing (left) and TAA (right):
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@@ -164,9 +165,9 @@ as an in-game option may still be worthwhile for players with low-end GPUs.
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FXAA introduces a moderate amount of blur when enabled (more than TAA when
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still, but less than TAA when the camera is moving).
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-FXAA can be enabled in the Project Settings by changing the
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-value of the **Rendering > Anti Aliasing > Quality > Screen Space AA** setting to
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-**FXAA**.
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+FXAA can be enabled in the Project Settings by changing the value of the
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+:ref:`Rendering > Anti Aliasing > Quality > Screen Space AA<class_ProjectSettings_property_rendering/anti_aliasing/quality/screen_space_aa>`
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+setting to ``FXAA``.
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Comparison between no antialiasing (left) and FXAA (right):
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@@ -187,9 +188,11 @@ The downside of SSAA is its *extremely* high cost. This cost generally makes
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SSAA difficult to use for game purposes, but you may still find supersampling
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useful for :ref:`offline rendering <doc_creating_movies>`.
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-Supersample antialiasing is performed by increasing the **Rendering > Scaling 3D
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-> Scale** advanced project setting above ``1.0`` while ensuring
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-**Rendering > Scaling 3D > Mode** is set to **Bilinear** (the default).
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+Supersample antialiasing is performed by increasing the
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+:ref:`Rendering > Scaling 3D > Scale<class_ProjectSettings_property_rendering/scaling_3d/scale>`
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+advanced project setting above ``1.0`` while ensuring
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+:ref:`Rendering > Scaling 3D > Mode<class_ProjectSettings_property_rendering/scaling_3d/mode>`
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+is set to ``Bilinear`` (the default).
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Since the scale factor is defined per-axis, a scale factor of ``1.5`` will result
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in 2.25× SSAA while a scale factor of ``2.0`` will result in 4× SSAA. Since Godot
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uses the hardware's own bilinear filtering to perform the downsampling, the result
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