Disable high-quality voxel cone tracing by default

This makes GIProbe significantly faster out of the box, at the cost
of worse-looking GIProbe reflections.

This closes #30727.
This commit is contained in:
Hugo Locurcio 2019-07-21 17:38:20 +02:00
parent 4379395892
commit b1e382178c
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GPG key ID: 39E8F8BE30B0A49C
2 changed files with 2 additions and 2 deletions

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@ -825,7 +825,7 @@
<member name="rendering/quality/subsurface_scattering/weight_samples" type="bool" setter="" getter="" default="true"> <member name="rendering/quality/subsurface_scattering/weight_samples" type="bool" setter="" getter="" default="true">
Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen. Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.
</member> </member>
<member name="rendering/quality/voxel_cone_tracing/high_quality" type="bool" setter="" getter="" default="true"> <member name="rendering/quality/voxel_cone_tracing/high_quality" type="bool" setter="" getter="" default="false">
Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU. Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.
</member> </member>
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1"> <member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">

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@ -5296,7 +5296,7 @@ void RasterizerSceneGLES3::initialize() {
GLOBAL_DEF("rendering/quality/subsurface_scattering/follow_surface", false); GLOBAL_DEF("rendering/quality/subsurface_scattering/follow_surface", false);
GLOBAL_DEF("rendering/quality/subsurface_scattering/weight_samples", true); GLOBAL_DEF("rendering/quality/subsurface_scattering/weight_samples", true);
GLOBAL_DEF("rendering/quality/voxel_cone_tracing/high_quality", true); GLOBAL_DEF("rendering/quality/voxel_cone_tracing/high_quality", false);
} }
exposure_shrink_size = 243; exposure_shrink_size = 243;