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Decrease the default soft shadow quality to improve performance #54158

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4 changes: 2 additions & 2 deletions doc/classes/ProjectSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -1699,7 +1699,7 @@
<member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="3">
<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
Expand Down Expand Up @@ -1727,7 +1727,7 @@
<member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="3">
<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
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4 changes: 2 additions & 2 deletions servers/rendering_server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2794,12 +2794,12 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096);
GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 3);
GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2);
GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true);

GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 3);
GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2);
GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));

Expand Down