Table of Contents

Enum Viewport.Scaling3DModeEnum

Namespace
Godot
Assembly
GodotSharp.dll
public enum Viewport.Scaling3DModeEnum : 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 than 1.0 will result in supersampling. A value of 1.0 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 than 1.0 are not supported and bilinear downsampling will be used instead. A value of 1.0 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 than 1.0 are not supported and bilinear downsampling will be used instead. A value of 1.0 will use FSR2 at native resolution as a TAA solution.

Max = 5

Represents the size of the Viewport.Scaling3DModeEnum enum.

MetalfxSpatial = 3

Use the MetalFX spatial upscaler 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 than 1.0 are not supported and bilinear downsampling will be used instead. A value of 1.0 disables scaling.

More information: MetalFX.

Note: Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.

MetalfxTemporal = 4

Use the MetalFX temporal upscaler for the viewport's 3D buffer.

The amount of scaling can be set using Scaling3DScale. To determine the minimum input scale, use the LimitGet(Limit) method with MetalfxTemporalScalerMinScale.

Values less than 1.0 will be result in the viewport being upscaled using MetalFX. Values greater than 1.0 are not supported and bilinear downsampling will be used instead. A value of 1.0 will use MetalFX at native resolution as a TAA solution.

More information: MetalFX.

Note: Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.