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polyhaven | ||
screenshots | ||
textures | ||
README.md | ||
anti_aliasing.gd | ||
anti_aliasing.tscn | ||
default_env.tres | ||
icon.png | ||
icon.png.import | ||
project.godot | ||
thin_lines.tscn |
README.md
3D Anti-Aliasing
This project showcases the various 3D antialiasing techniques supported by Godot.
- Multisample antialiasing (MSAA): High quality, high performance cost.
Does not blur the image.
- Does not affect shader-induced aliasing (such as specular aliasing) or alpha scissor materials, so these will remain aliased.
- Fast approximate antialiasing (FXAA): Medium quality, low performance cost. Slightly blurs the image.
- Temporal antialiasing (TAA): High-quality, low performance cost. Slightly
blurs the image (but less so than FXAA).
- Antialiasing quality is worse on fast-moving objects than other methods, especially at lower framerates since the TAA won't have enough time to converge on those objects.
- Can introduce ghosting artifacts on moving objects, especially if motion vectors are not correctly generated from a given material shader.
- Supersampling (SSAA): The highest-quality technique, but also the most
expensive. Does not blur the image.
- 200% resolution scale is equivalent to 4× SSAA, as each dimension is doubled. For example, if running in a 1920×1080 window at 200% render scale, the 3D framebuffer will be 3840×2160.
- SSAA can be used together with FXAA or TAA to counter the blurring added by those algorithms, while further improving antialiasing quality.
Godot allows using multiple antialiasing techniques at the same time. This can be useful to obtain the best possible quality, or to find a better performance tradeoff.
Language: GDScript
Renderer: Vulkan Clustered
Screenshots
Licenses
Files in the polyhaven/
folder are downloaded from https://polyhaven.com/a/dutch_ship_medium
and are licensed under CC0 1.0 Universal.