Enum RenderingServer.ViewportScaling3DMode
- Namespace
- Godot
- Assembly
- GodotSharp.dll
public enum RenderingServer.ViewportScaling3DMode : long
Fields
Bilinear = 0
Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using Scaling3DScale. Values less than
1.0
will result in undersampling while values greater than1.0
will result in supersampling. A value of1.0
disables scaling.Fsr = 1
Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using Scaling3DScale. Values less than
1.0
will be result in the viewport being upscaled using FSR. Values greater than1.0
are not supported and bilinear downsampling will be used instead. A value of1.0
disables scaling.Fsr2 = 2
Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using Scaling3DScale. Values less than
1.0
will be result in the viewport being upscaled using FSR2. Values greater than1.0
are not supported and bilinear downsampling will be used instead. A value of1.0
will use FSR2 at native resolution as a TAA solution.Max = 5
Represents the size of the RenderingServer.ViewportScaling3DMode enum.
MetalfxSpatial = 3
Use MetalFX spatial upscaling for the viewport's 3D buffer. The amount of scaling can be set using Scaling3DScale. Values less than
1.0
will be result in the viewport being upscaled using MetalFX. Values greater than1.0
are not supported and bilinear downsampling will be used instead. A value of1.0
disables scaling.Note: Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
MetalfxTemporal = 4
Use MetalFX temporal upscaling for the viewport's 3D buffer. The amount of scaling can be set using Scaling3DScale. Values less than
1.0
will be result in the viewport being upscaled using MetalFX. Values greater than1.0
are not supported and bilinear downsampling will be used instead. A value of1.0
will use MetalFX at native resolution as a TAA solution.Note: Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.