@@ -153,8 +153,9 @@ func update_settings_label() -> void:
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if ProjectSettings .has_setting ("application/config/version" ):
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settings .text += "Project Version: %s \n " % ProjectSettings .get_setting ("application/config/version" )
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- var rendering_method_string := ""
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- match str (ProjectSettings .get_setting ("rendering/renderer/rendering_method" )):
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+ var rendering_method := str (ProjectSettings .get_setting_with_override ("rendering/renderer/rendering_method" ))
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+ var rendering_method_string := rendering_method
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+ match rendering_method :
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"forward_plus" :
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rendering_method_string = "Forward+"
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"mobile" :
@@ -178,16 +179,29 @@ func update_settings_label() -> void:
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# Display 3D settings only if relevant.
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if viewport .get_camera_3d ():
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+ var scaling_3d_mode_string := "(unknown)"
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+ match viewport .scaling_3d_mode :
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+ Viewport .SCALING_3D_MODE_BILINEAR :
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+ scaling_3d_mode_string = "Bilinear"
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+ Viewport .SCALING_3D_MODE_FSR :
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+ scaling_3d_mode_string = "FSR 1.0"
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+ Viewport .SCALING_3D_MODE_FSR2 :
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+ scaling_3d_mode_string = "FSR 2.2"
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+
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var antialiasing_3d_string := ""
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- if viewport .use_taa :
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+ if viewport .scaling_3d_mode == Viewport .SCALING_3D_MODE_FSR2 :
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+ # The FSR2 scaling mode includes its own temporal antialiasing implementation.
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+ antialiasing_3d_string += (" + " if not antialiasing_3d_string .is_empty () else "" ) + "FSR 2.2"
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+ if viewport .scaling_3d_mode != Viewport .SCALING_3D_MODE_FSR2 and viewport .use_taa :
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+ # Godot's own TAA is ignored when using FSR2 scaling mode, as FSR2 provides its own TAA implementation.
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antialiasing_3d_string += (" + " if not antialiasing_3d_string .is_empty () else "" ) + "TAA"
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if viewport .msaa_3d >= Viewport .MSAA_2X :
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antialiasing_3d_string += (" + " if not antialiasing_3d_string .is_empty () else "" ) + "%d × MSAA" % pow (2 , viewport .msaa_3d )
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if viewport .screen_space_aa == Viewport .SCREEN_SPACE_AA_FXAA :
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antialiasing_3d_string += (" + " if not antialiasing_3d_string .is_empty () else "" ) + "FXAA"
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settings .text += "3D scale (%s ): %d%% = %d ×%d " % [
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- "Bilinear" if viewport . scaling_3d_mode == Viewport . SCALING_3D_MODE_BILINEAR else "FSR 1.0" ,
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+ scaling_3d_mode_string ,
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viewport .scaling_3d_scale * 100 ,
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viewport_render_size .x * viewport .scaling_3d_scale ,
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viewport_render_size .y * viewport .scaling_3d_scale ,
@@ -252,15 +266,27 @@ func update_information_label() -> void:
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# Release export template build.
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release_string = "release"
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- var graphics_api_string := ""
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- if str (ProjectSettings .get_setting ("rendering/renderer/rendering_method" )) != "gl_compatibility" :
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- graphics_api_string = "Vulkan"
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+ var rendering_method := str (ProjectSettings .get_setting_with_override ("rendering/renderer/rendering_method" ))
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+ var rendering_driver := str (ProjectSettings .get_setting_with_override ("rendering/rendering_device/driver" ))
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+ var graphics_api_string := rendering_driver
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+ if rendering_method != "gl_compatibility" :
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+ if rendering_driver == "d3d12" :
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+ graphics_api_string = "Direct3D 12"
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+ elif rendering_driver == "metal" :
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+ graphics_api_string = "Metal"
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+ elif rendering_driver == "vulkan" :
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+ if OS .has_feature ("macos" ) or OS .has_feature ("ios" ):
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+ graphics_api_string = "Vulkan via MoltenVK"
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+ else :
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+ graphics_api_string = "Vulkan"
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else :
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- if OS . has_feature ( "web" ) :
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- graphics_api_string = "WebGL "
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- elif OS .has_feature ("mobile" ):
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+ if rendering_driver == "opengl3_angle" :
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+ graphics_api_string = "OpenGL via ANGLE "
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+ elif OS .has_feature ("mobile" ) or rendering_driver == "opengl3_es" :
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graphics_api_string = "OpenGL ES"
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- else :
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+ elif OS .has_feature ("web" ):
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+ graphics_api_string = "WebGL"
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+ elif rendering_driver == "opengl3" :
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graphics_api_string = "OpenGL"
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information .text = (
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