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- .. _doc_3d_rendering_limitations:
- 3D rendering limitations
- ========================
- Introduction
- ------------
- Due to their focus on performance, real-time rendering engines have many
- limitations. Godot's renderer is no exception. To work effectively with those
- limitations, you need to understand them.
- Texture size limits
- -------------------
- On desktops and laptops, textures larger than 8192×8192 may not be supported on
- older devices. You can check your target GPU's limitations on
- `GPUinfo.org <https://www.gpuinfo.org/>`__.
- Mobile GPUs are typically limited to 4096×4096 textures. Also, some mobile GPUs
- don't support repeating non-power-of-two-sized textures. Therefore, if you want
- your texture to display correctly on all platforms, you should avoid using
- textures larger than 4096×4096 and use a power of two size if the texture needs
- to repeat.
- Color banding
- -------------
- When using the GLES3 or Vulkan renderers, Godot's 3D engine renders internally
- in HDR. However, the rendering output will be tonemapped to a low dynamic range
- so it can be displayed on the screen. This can result in visible banding,
- especially when using untextured materials. This can also be seen in 2D projects
- when using smooth gradient textures.
- There are several ways to alleviate banding. Here are a few examples:
- - Bake some noise into your textures. This is mainly effective in 2D, e.g. for
- vignetting effects.
- - Implement a debanding shader as a :ref:`screen-reading shader <doc_screen-reading_shaders>`.
- Godot currently doesn't provide a built-in debanding shader, but this may be
- added in a future release.
- .. seealso::
- See `Banding in Games: A Noisy Rant <http://loopit.dk/banding_in_games.pdf>`__
- for more details about banding and ways to combat it.
- Depth buffer precision
- ----------------------
- To sort objects in 3D space, rendering engines rely on a *depth buffer* (also
- called *Z-buffer*). This buffer has a finite precision: 24-bit on desktop
- platforms, sometimes 16-bit on mobile platforms (for performance reasons). If
- two different objects end up on the same buffer value, then Z-fighting will
- occur. This will materialize as textures flickering back and forth as the camera
- moves or rotates.
- To make the depth buffer more precise over the rendered area, you should
- *increase* the Camera node's **Near** property. However, be careful: if you set
- it too high, players will be able to see through nearby geometry. You should
- also *decrease* the Camera node's **Far** property to the lowest permissible value
- for your use case, though keep in mind it won't impact precision as much as the
- **Near** property.
- If you only need high precision when the player can see far away, you could
- change it dynamically based on the game conditions. For instance, if the player
- enters an airplane, the **Near** property can be temporarily increased to avoid
- Z-fighting in the distance. It can then be decreased once the player leaves the
- airplane.
- Depending on the scene and viewing conditions, you may also be able to move the
- Z-fighting objects further apart without the difference being visible to the
- player.
- Transparency sorting
- --------------------
- In Godot, transparent materials are drawn after opaque materials. Transparent
- objects are sorted back to front before being drawn based on the Node3D's
- position, not the vertex position in world space. Due to this, overlapping
- objects may often be sorted out of order. To fix improperly sorted objects, tweak
- the material's :ref:`Render Priority <class_Material_property_render_priority>`
- property. This will force specific materials to appear in front or behind of
- other transparent materials. Even then, this may not always be sufficient.
- Some rendering engines feature *order-independent transparency* techniques to
- alleviate this, but this is costly on the GPU. Godot currently doesn't provide
- this feature. There are still several ways to avoid this problem:
- - Only make materials transparent if you actually need it. If a material only
- has a small transparent part, consider splitting it into a separate material.
- This will allow the opaque part to cast shadows and may also improve
- performance.
- - If you want a material to fade with distance, use the SpatialMaterial
- distance fade mode **Pixel Dither** or **Object Dither** instead of
- **PixelAlpha**. This will make the material opaque. This way, it can also
- cast shadows.
- Multi-sample antialiasing
- -------------------------
- Multi-sample antialiasing (MSAA) takes multiple *coverage* samples at the edges
- of polygons when rendering objects. It does not increase the number of *color*
- samples used to render a scene. Here's what this means in practice:
- - Edges of meshes will be smoothed out nicely (as well as supersampling would).
- - Transparent materials that use *alpha testing* (1-bit transparency) won't be smoothed out.
- - Specular aliasing ("sparkles" that appear on reflective surfaces) won't be reduced.
- There are several ways to work around this limitation depending on your performance budget:
- - To make specular aliasing less noticeable, open the Project Settings and enable
- **Rendering > Quality > Screen Space Filters > Screen Space Roughness Limiter**.
- This filter has a moderate cost on performance. It should be enabled only if
- you actually need it.
- - Enable FXAA in addition to (or instead of) MSAA. Since FXAA is a screen-space
- antialiasing method, it will smooth out anything. As a downside, it will also
- make the scene appear blurrier, especially at resolutions below 1440p.
- - Render the scene at a higher resolution, then display it in a ViewportTexture
- that matches the window size. Make sure to enable **Filter** on the
- ViewportTexture flags. This technique is called *supersampling* and is very
- slow. Its use is generally only recommended for offline rendering.
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