Skip to content

Commit 2d0b917

Browse files
authored
Merge pull request #10114 from tetrapod00/renderer-comparison
Add new Renderers page
2 parents c01fc52 + 04a986d commit 2d0b917

File tree

10 files changed

+391
-14
lines changed

10 files changed

+391
-14
lines changed

about/faq.rst

Lines changed: 5 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -393,6 +393,11 @@ Some new versions are safer to upgrade to than others. In general, whether you
393393
should upgrade depends on your project's circumstances. See
394394
:ref:`doc_release_policy_should_i_upgrade_my_project` for more information.
395395

396+
Should I use the Forward+, Mobile, or Compatibility renderer?
397+
-------------------------------------------------------------
398+
399+
You can find a detailed comparison of the renderers in :ref:`doc_renderers`.
400+
396401
I would like to contribute! How can I get started?
397402
--------------------------------------------------
398403

about/list_of_features.rst

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -108,6 +108,8 @@ Rendering
108108
advanced graphics backend, suited for low-end desktop and mobile platforms.
109109
Used by default on the web platform.
110110

111+
See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
112+
111113
2D graphics
112114
-----------
113115

@@ -279,7 +281,8 @@ Rendering
279281
rendered with clustered forward optimizations to decrease their individual cost.
280282
Clustered rendering also lifts any limits on the number of reflection probes that can be used on a mesh.
281283
- When using the Forward Mobile backend, up to 8 reflection probes can be displayed per mesh
282-
resource.
284+
resource. When using the Compatibility renderer, up to 2 reflection probes can
285+
be displayed per mesh resource.
283286

284287
**Decals:**
285288

tutorials/2d/2d_antialiasing.rst

Lines changed: 3 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -55,6 +55,9 @@ nodes, you can use 2D multisample antialiasing instead.
5555
Multisample antialiasing (MSAA)
5656
-------------------------------
5757

58+
*This is only available in the Forward+ and Mobile renderers, not the
59+
Compatibility renderer.*
60+
5861
Before enabling MSAA in 2D, it's important to understand what MSAA will operate
5962
on. MSAA in 2D follows similar restrictions as in 3D. While it does not
6063
introduce any blurriness, its scope of application is limited. The main

tutorials/3d/3d_antialiasing.rst

Lines changed: 12 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -41,6 +41,8 @@ detailed below.
4141
Multisample antialiasing (MSAA)
4242
-------------------------------
4343

44+
*This is available in all renderers.*
45+
4446
This technique is the "historical" way of dealing with aliasing. MSAA is very
4547
effective on geometry edges (especially at higher levels). MSAA does not
4648
introduce any blurriness whatsoever.
@@ -83,8 +85,8 @@ Note that alpha antialiasing is not used here:
8385
Temporal 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

8991
Temporal antialiasing works by *converging* the result of previously rendered
9092
frames into a single, high-quality frame. This is a continuous process that
@@ -115,6 +117,9 @@ Comparison between no antialiasing (left) and TAA (right):
115117
AMD 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+
118123
Since 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>`__
120125
2.2. This is an :ref:`upscaling method <doc_resolution_scaling>`
@@ -148,8 +153,8 @@ Comparison between no antialiasing (left) and FSR2 at native resolution (right):
148153
Fast 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

154159
Fast approximate antialiasing is a post-processing antialiasing solution. It is
155160
faster to run than any other antialiasing technique and also supports
@@ -175,8 +180,7 @@ Comparison between no antialiasing (left) and FXAA (right):
175180
Supersample 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

181185
Supersampling provides the highest quality of antialiasing possible, but it's
182186
also 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):
216220
Screen-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

222226
This is not an edge antialiasing method, but it is a way of reducing specular
223227
aliasing in 3D.

tutorials/3d/global_illumination/introduction_to_global_illumination.rst

Lines changed: 6 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -121,7 +121,7 @@ In order of performance from fastest to slowest:
121121
- ReflectionProbes with their update mode set to **Always** are much more
122122
expensive than probes with their update mode set to **Once** (the default).
123123
Suited for integrated graphics when using the **Once** update mode.
124-
*Available when using the Forward Mobile backend. Will be available in the Compatibility backend in later releases.*
124+
*Available in all renderers.*
125125

126126
- **LightmapGI:**
127127

@@ -131,30 +131,31 @@ In order of performance from fastest to slowest:
131131
Directional information can be enabled before baking to improve visuals at
132132
a small performance cost (and at the cost of larger file sizes).
133133
Suited for integrated graphics.
134-
*Available when using the Forward Mobile backend. Will be available in the Compatibility backend in later releases.*
134+
*Available in all renderers. However, baking lightmaps requires hardware
135+
with RenderingDevice support.*
135136

136137
- **VoxelGI:**
137138

138139
- The bake's number of subdivisions can be adjusted to balance between performance and quality.
139140
The VoxelGI rendering quality can be adjusted in the Project Settings.
140141
The rendering can optionally be performed at half resolution
141142
(and then linearly scaled) to improve performance significantly.
142-
**Not available** *when using the Forward Mobile or Compatibility backends.*
143+
**Not available** *when using the Mobile or Compatibility renderers.*
143144

144145
- **Screen-space indirect lighting (SSIL):**
145146

146147
- The SSIL quality and number of blur passes can be adjusted in the Project Settings.
147148
By default, SSIL rendering is performed at half resolution (and then linearly scaled)
148149
to ensure a reasonable performance level.
149-
**Not available** *when using the Forward Mobile or Compatibility backends.*
150+
**Not available** *when using the Mobile or Compatibility renderers.*
150151

151152
- **SDFGI:**
152153

153154
- The number of cascades can be adjusted to balance performance and quality.
154155
The number of rays thrown per frame can be adjusted in the Project Settings.
155156
The rendering can optionally be performed at half resolution
156157
(and then linearly scaled) to improve performance significantly.
157-
**Not available** *when using the Forward Mobile or Compatibility backends.*
158+
**Not available** *when using the Mobile or Compatibility renderers.*
158159

159160
Visuals
160161
^^^^^^^

tutorials/3d/standard_material_3d.rst

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -465,6 +465,8 @@ mapping.
465465
Subsurface Scattering
466466
---------------------
467467

468+
*This is only available in the Forward+ renderer, not the Mobile or Compatibility
469+
renderers.*
468470

469471
This effect emulates light that penetrates an object's surface, is scattered,
470472
and then comes out. It is useful to create realistic skin, marble, colored
14.8 KB
Loading

tutorials/rendering/index.rst

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -16,3 +16,4 @@ Rendering
1616
multiple_resolutions
1717
jitter_stutter
1818
compositor
19+
renderers

0 commit comments

Comments
 (0)