@@ -41,6 +41,8 @@ detailed below.
4141Multisample antialiasing (MSAA)
4242-------------------------------
4343
44+ *This is available in all renderers. *
45+
4446This technique is the "historical" way of dealing with aliasing. MSAA is very
4547effective on geometry edges (especially at higher levels). MSAA does not
4648introduce any blurriness whatsoever.
@@ -83,8 +85,8 @@ Note that alpha antialiasing is not used here:
8385Temporal antialiasing (TAA)
8486---------------------------
8587
86- *This is only available in the Clustered Forward backend , not the Forward Mobile
87- or Compatibility backends . *
88+ *This is only available in the Forward+ renderer , not the Mobile or Compatibility
89+ renderers . *
8890
8991Temporal antialiasing works by *converging * the result of previously rendered
9092frames into a single, high-quality frame. This is a continuous process that
@@ -115,6 +117,9 @@ Comparison between no antialiasing (left) and TAA (right):
115117AMD FidelityFX Super Resolution 2.2 (FSR2)
116118------------------------------------------
117119
120+ *This is only available in the Forward+ renderer, not the Mobile or Compatibility
121+ renderers. *
122+
118123Since Godot 4.2, there is built-in support for
119124`AMD FidelityFX Super Resolution <https://www.amd.com/en/products/graphics/technologies/fidelityfx/super-resolution.html >`__
1201252.2. This is an :ref: `upscaling method <doc_resolution_scaling >`
@@ -148,8 +153,8 @@ Comparison between no antialiasing (left) and FSR2 at native resolution (right):
148153Fast approximate antialiasing (FXAA)
149154------------------------------------
150155
151- *This is only available in the Clustered Forward and Forward Mobile backends,
152- not the Compatibility backend . *
156+ *This is only available in the Forward+ and Mobile renderers, not the Compatibility
157+ renderer . *
153158
154159Fast approximate antialiasing is a post-processing antialiasing solution. It is
155160faster to run than any other antialiasing technique and also supports
@@ -175,8 +180,7 @@ Comparison between no antialiasing (left) and FXAA (right):
175180Supersample antialiasing (SSAA)
176181-------------------------------
177182
178- *This is only available in the Clustered Forward and Forward Mobile backends,
179- not the Compatibility backend. *
183+ *This is available in all renderers. *
180184
181185Supersampling provides the highest quality of antialiasing possible, but it's
182186also the most expensive. It works by shading every pixel in the scene multiple
@@ -216,8 +220,8 @@ Comparison between no antialiasing (left) and various SSAA levels (right):
216220Screen-space roughness limiter
217221------------------------------
218222
219- *This is only available in the Clustered Forward and Forward Mobile backends,
220- not the Compatibility backend . *
223+ *This is only available in the Forward+ and Mobile renderers, not the Compatibility
224+ renderer . *
221225
222226This is not an edge antialiasing method, but it is a way of reducing specular
223227aliasing in 3D.
0 commit comments