This is only available on platforms where the Metal rendering
driver is used.
MetalFX can perform better than FSR1/FSR2 and look more stable,
but it goes for a softer look which can give it a lower perceived
resolution.
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
This was an attempt by the game to cache the pipelines ahead of time
for the bullet. However, the title screen does not use SDFGI or VoxelGI,
so the ubershader pipeline pre-compilation is not detecting it should
create these pipelines.
The extra two to four pipelines we're seeing on the first shot are the
new pipelines encountered due to the fact the effect only gets enabled
when starting the game, but the instancing of this bullet ahead of time
is not done there instead.
Merely instancing the bullet scene as hidden fixes this issue immediately,
as hidden surfaces are added to the cache.
* Fixed the font under Linux appearing crazy thin
* Fixed Material 001 failing to compile under Linux
* Fixed the god ray materials appearing incorrectly in Linux
* Fixed spark FX not displaying as intended on Linux
* Fixed the Red Robots laser displaying incorrectly under Linux
* Fixed the Blast Material from the player weapon displaying as a opaque card under Linux
- Add projector light textures.
- Tweak the flying forklift's dynamic light and particles to be more noticeable.
- Add bullet impact particles with collision against level geometry
(using a generated SDF).
- Don't use fixed FPS and disable interpolation to make particles smoother
(trails aren't used, so fixed FPS isn't strictly needed).
- Add proximity fade to some particles to smooth out the transition
with solid geometry.
- Fix some particles being shaded when they should be unshaded.
- Reduce crosshair size to be more subtle while aiming.
- Fix lights being overly strong due to an excessive range,
which led to clustering artifacts.
- Make VoxelGI and SDFGI brighter to make the scene more readable.
- Tweak spotlight colors to better match their emitter material.
- Make the core light orange-red to make it look more "unique" in the scene.
- Add window mode, V-Sync and FPS limit options.
- Add resolution scale and scale filter options (bilinear, FSR1, FSR2).
The default is to use FSR2 at native resolution to provide high-quality
temporal antialiasing.
- Add volumetric fog (enabled by default), used as a volumetric lighting
solution.
- Add SSIL option (disabled by default), which helps better ground some
objects in the scene.
- Refactor settings code to use ConfigFile instead of manual JSON serialization.
- Reorder settings to feature video settings first, then rendering settings.
- Order settings from least expensive to most expensive.
- Add performance color hints for settings
(green = fast, yellow = average, orange = slow, red = slowest).
- Add volumetric fog and a fake bounce light to the menu.
- Make all setting changes effective in the menu.
- Tweak shadow settings to improve performance and visual consistency.
- Render GI at full-resolution to improve temporal stability when using
FSR2 or TAA. Using upscaling should be preferred instead,
since this demo relies on strong GI effects to look good.
- Improve menu theming using the StyleBoxFlat Skew property.
- Use the `canvas_items` stretch mode to match 3.x demo behavior, which
used the `2d` stretch mode but wasn't ported over by the project converter.
- Only display multiplayer ID in the debug menu if currently online.
- Fix menu not using `experiment.hdr` for reflections as intended.
- Remove unused menu button textures (these were replaced by StyleBoxFlat
in the 4.0 port).
This improves performance when the player or enemy fires their weapon,
or when an enemy dies. This may also help reduce shader compilation stutter
on the first playthrough (even when asynchronous compilation is enabled).
This mitigates shader compilation stutter, especially after an
initial playthrough thanks to caching.
This requires Godot 3.5 or later to have an effect.
- Increase movement speed while walking by 10%.
- Increase movement speed while aiming by 20%.
- Increase blend transition time from 0.15 to 0.20 seconds for more
natural transitions when aiming or jumping.