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Decrease the default number of SDFGI cascades to 4
This improves rendering performance noticeably, especially when the camera moves fast. On a medium-sized test scene on a GTX 1080 in 2560×1440, going from 6 to cascades saves 0.5 ms of frame time while looking visually identical (as most of the scene fits within the 4 cascades).
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@ -175,7 +175,7 @@
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</member>
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<member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8">
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</member>
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<member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" default="6">
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<member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" default="4">
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The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, [member sdfgi_cascades] can often be decreased between [code]1[/code] and [code]4[/code] to improve performance.
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</member>
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<member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false">
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@ -185,7 +185,7 @@
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</member>
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<member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0">
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</member>
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<member name="sdfgi_max_distance" type="float" setter="set_sdfgi_max_distance" getter="get_sdfgi_max_distance" default="819.2">
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<member name="sdfgi_max_distance" type="float" setter="set_sdfgi_max_distance" getter="get_sdfgi_max_distance" default="204.8">
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</member>
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<member name="sdfgi_min_cell_size" type="float" setter="set_sdfgi_min_cell_size" getter="get_sdfgi_min_cell_size" default="0.2">
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</member>
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@ -147,7 +147,7 @@ private:
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// SDFGI
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bool sdfgi_enabled = false;
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int sdfgi_cascades = 6;
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int sdfgi_cascades = 4;
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float sdfgi_min_cell_size = 0.2;
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SDFGIYScale sdfgi_y_scale = SDFGI_Y_SCALE_DISABLED;
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bool sdfgi_use_occlusion = false;
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@ -135,7 +135,7 @@ public:
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/// SDFGI
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bool sdfgi_enabled = false;
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int sdfgi_cascades = 6;
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int sdfgi_cascades = 4;
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float sdfgi_min_cell_size = 0.2;
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bool sdfgi_use_occlusion = false;
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float sdfgi_bounce_feedback = 0.0;
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