150 lines
7 KiB
Text
150 lines
7 KiB
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.. _doc_3d_rendering_limitations:
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3D rendering limitations
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========================
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.. seealso::
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In addition to the limitations below, mobile platforms have even more
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limitations on 3D rendering compared to desktop platforms.
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See :ref:`doc_mobile_rendering_limitations` for more information.
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Introduction
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------------
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Due to their focus on performance, real-time rendering engines have many
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limitations. Godot's renderer is no exception. To work effectively with those
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limitations, you need to understand them.
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Texture size limits
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-------------------
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On desktops and laptops, textures larger than 8192×8192 may not be supported on
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older devices. You can check your target GPU's limitations on
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`GPUinfo.org <https://www.gpuinfo.org/>`__.
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Mobile GPUs are typically limited to 4096×4096 textures. Also, some mobile GPUs
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don't support repeating non-power-of-two-sized textures. Therefore, if you want
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your texture to display correctly on all platforms, you should avoid using
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textures larger than 4096×4096 and use a power of two size if the texture needs
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to repeat.
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Color banding
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-------------
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When using the GLES3 or Vulkan renderers, Godot's 3D engine renders internally
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in HDR. However, the rendering output will be tonemapped to a low dynamic range
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so it can be displayed on the screen. This can result in visible banding,
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especially when using untextured materials. This can also be seen in 2D projects
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when using smooth gradient textures.
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There are two main ways to alleviate banding:
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- Enable **Use Debanding** in the Project Settings. This applies a
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fullscreen debanding shader as a post-processing effect and is very cheap.
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Fullscreen debanding is only supported when using the GLES3 or Vulkan renderers.
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It also requires HDR to be enabled in the Project Settings (which is the default).
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- Alternatively, bake some noise into your textures. This is mainly effective in 2D,
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e.g. for vignetting effects. In 3D, you can also use a
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`custom debanding shader <https://github.com/fractilegames/godot-gles2-debanding-material>`__
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to be applied on your *materials*. This technique works even if your project is
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rendered in LDR, which means it will work when using the GLES2 renderer.
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.. seealso::
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See `Banding in Games: A Noisy Rant <http://loopit.dk/banding_in_games.pdf>`__
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for more details about banding and ways to combat it.
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Depth buffer precision
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----------------------
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To sort objects in 3D space, rendering engines rely on a *depth buffer* (also
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called *Z-buffer*). This buffer has a finite precision: 24-bit on desktop
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platforms, sometimes 16-bit on mobile platforms (for performance reasons). If
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two different objects end up on the same buffer value, then Z-fighting will
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occur. This will materialize as textures flickering back and forth as the camera
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moves or rotates.
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To make the depth buffer more precise over the rendered area, you should
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*increase* the Camera node's **Near** property. However, be careful: if you set
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it too high, players will be able to see through nearby geometry. You should
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also *decrease* the Camera node's **Far** property to the lowest permissible value
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for your use case, though keep in mind it won't impact precision as much as the
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**Near** property.
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If you only need high precision when the player can see far away, you could
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change it dynamically based on the game conditions. For instance, if the player
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enters an airplane, the **Near** property can be temporarily increased to avoid
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Z-fighting in the distance. It can then be decreased once the player leaves the
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airplane.
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Depending on the scene and viewing conditions, you may also be able to move the
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Z-fighting objects further apart without the difference being visible to the
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player.
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.. _doc_3d_rendering_limitations_transparency_sorting:
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Transparency sorting
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--------------------
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In Godot, transparent materials are drawn after opaque materials. Transparent
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objects are sorted back to front before being drawn based on the Spatial's
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position, not the vertex position in world space. Due to this, overlapping
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objects may often be sorted out of order. To fix improperly sorted objects, tweak
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the material's :ref:`Render Priority <class_Material_property_render_priority>`
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property. This will force specific materials to appear in front or behind of
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other transparent materials. Even then, this may not always be sufficient.
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Some rendering engines feature *order-independent transparency* techniques to
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alleviate this, but this is costly on the GPU. Godot currently doesn't provide
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this feature. There are still several ways to avoid this problem:
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- Only make materials transparent if you actually need it. If a material only
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has a small transparent part, consider splitting it into a separate material.
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This will allow the opaque part to cast shadows and may also improve
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performance.
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- If your texture mostly has fully opaque and fully transparent areas, you can
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use alpha testing instead of alpha blending. This transparency mode is faster
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to render and doesn't suffer from transparency issues. Enable
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**Parameters > Use Alpha Scissor** in SpatialMaterial, and adjust
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**Alpha Scissor Threshold** accordingly if needed. Note that MSAA will not
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anti-alias the texture's edges, but FXAA will.
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- If you need to render semi-transparent areas of the texture, alpha scissor
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isn't suitable. Instead, setting the SpatialMaterial's
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**Parameters > Depth Draw Mode** property to **Opaque Pre-Pass** can sometimes
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work (at a performance cost).
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- If you want a material to fade with distance, use the SpatialMaterial
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distance fade mode **Pixel Dither** or **Object Dither** instead of
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**PixelAlpha**. This will make the material opaque. This way, it can also
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cast shadows.
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Multi-sample antialiasing
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-------------------------
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Multi-sample antialiasing (MSAA) takes multiple *coverage* samples at the edges
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of polygons when rendering objects. It does not increase the number of *color*
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samples used to render a scene. Here's what this means in practice:
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- Edges of meshes will be smoothed out nicely (as well as supersampling would).
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- Transparent materials that use *alpha testing* (1-bit transparency) won't be smoothed out.
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- Specular aliasing ("sparkles" that appear on reflective surfaces) won't be reduced.
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There are several ways to work around this limitation depending on your performance budget:
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- To make specular aliasing less noticeable, open the Project Settings and enable
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**Rendering > Quality > Screen Space Filters > Screen Space Roughness Limiter**.
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This filter has a moderate cost on performance. It should be enabled only if
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you actually need it.
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- Enable FXAA in addition to (or instead of) MSAA. Since FXAA is a screen-space
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antialiasing method, it will smooth out anything. As a downside, it will also
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make the scene appear blurrier, especially at resolutions below 1440p.
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- Render the scene at a higher resolution, then display it in a ViewportTexture
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that matches the window size. Make sure to enable **Filter** on the
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ViewportTexture flags. This technique is called *supersampling* and is very
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slow. Its use is generally only recommended for offline rendering.
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