@@ -70,8 +70,8 @@ To make specular aliasing less noticeable, use the `Screen-space roughness limit
7070which is enabled by default.
7171
7272MSAA can be enabled in the Project Settings by changing the value of the
73- ** Rendering > Anti Aliasing > Quality > MSAA 3D ** setting. It's important to change
74- the value of the **MSAA 3D ** setting and not **MSAA 2D **, as these are entirely
73+ :ref: ` Rendering > Anti Aliasing > Quality > MSAA 3D<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_3d> `
74+ setting. It's important to change the value of the **MSAA 3D ** setting and not **MSAA 2D **, as these are entirely
7575separate settings.
7676
7777Comparison between no antialiasing (left) and various MSAA levels (right).
@@ -108,8 +108,9 @@ downside of TAA is that it can exhibit *ghosting* artifacts behind moving
108108objects. Rendering at a higher framerate will allow TAA to converge faster,
109109therefore making those ghosting artifacts less visible.
110110
111- Temporal antialiasing can be enabled in the Project Settings by changing the
112- value of the **Rendering > Anti Aliasing > Quality > Use TAA ** setting.
111+ Temporal antialiasing can be enabled in the Project Settings by changing the value of the
112+ :ref: `Rendering > Anti Aliasing > Quality > TAA<class_ProjectSettings_property_rendering/anti_aliasing/quality/use_taa> `
113+ setting.
113114
114115Comparison between no antialiasing (left) and TAA (right):
115116
@@ -172,9 +173,9 @@ as an in-game option may still be worthwhile for players with low-end GPUs.
172173FXAA introduces a moderate amount of blur when enabled (more than TAA when
173174still, but less than TAA when the camera is moving).
174175
175- FXAA can be enabled in the Project Settings by changing the
176- value of the ** Rendering > Anti Aliasing > Quality > Screen Space AA ** setting to
177- ** FXAA ** .
176+ FXAA can be enabled in the Project Settings by changing the value of the
177+ :ref: ` Rendering > Anti Aliasing > Quality > Screen Space AA<class_ProjectSettings_property_rendering/anti_aliasing/quality/screen_space_aa> `
178+ setting to `` FXAA `` .
178179
179180Comparison between no antialiasing (left) and FXAA (right):
180181
@@ -194,9 +195,11 @@ The downside of SSAA is its *extremely* high cost. This cost generally makes
194195SSAA difficult to use for game purposes, but you may still find supersampling
195196useful for :ref: `offline rendering <doc_creating_movies >`.
196197
197- Supersample antialiasing is performed by increasing the **Rendering > Scaling 3D
198- > Scale ** advanced project setting above ``1.0 `` while ensuring
199- **Rendering > Scaling 3D > Mode ** is set to **Bilinear ** (the default).
198+ Supersample antialiasing is performed by increasing the
199+ :ref: `Rendering > Scaling 3D > Scale<class_ProjectSettings_property_rendering/scaling_3d/scale> `
200+ advanced project setting above ``1.0 `` while ensuring
201+ :ref: `Rendering > Scaling 3D > Mode<class_ProjectSettings_property_rendering/scaling_3d/mode> `
202+ is set to ``Bilinear `` (the default).
200203Since the scale factor is defined per-axis, a scale factor of ``1.5 `` will result
201204in 2.25× SSAA while a scale factor of ``2.0 `` will result in 4× SSAA. Since Godot
202205uses the hardware's own bilinear filtering to perform the downsampling, the result
0 commit comments