From cabb02bb307dba5f8bb439b4f14437382d0f0561 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 30 Aug 2021 17:28:16 +0200 Subject: [PATCH] Update List of features for recent changes in the `master` branch --- about/list_of_features.rst | 64 +++++++++++++++++++++++++++----------- 1 file changed, 45 insertions(+), 19 deletions(-) diff --git a/about/list_of_features.rst b/about/list_of_features.rst index 41b4a1a67..a269727cc 100644 --- a/about/list_of_features.rst +++ b/about/list_of_features.rst @@ -92,14 +92,18 @@ Vulkan renderer. - Hard or soft shadows. -- Font rendering using bitmaps or rasterization using FreeType. +- Font rendering using bitmaps, rasterization using FreeType or + multi-channel signed distance fields (MSDF). - Bitmap fonts can be exported using tools like BMFont. - - Dynamic fonts supports monochrome fonts as well as colored fonts. - Supported formats are TTF and OTF. - - Dynamic fonts supports optional font outlines with adjustable width and color. - - Dynamic fonts supports variable fonts and OpenType features. - - Support for font oversampling to keep fonts sharp at higher resolutions. + - Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for emoji). + Supported formats are TTF, OTF and WOFF1. + - Dynamic fonts support optional font outlines with adjustable width and color. + - Dynamic fonts support variable fonts and OpenType features. + - Dynamic fonts support oversampling to keep fonts sharp at higher resolutions. + - Signed distance field fonts can be scaled at any resolution without + requiring re-rasterization. Multi-channel usage makes SDF fonts scale down + to lower sizes better compared to monochrome SDF fonts. - GPU-based particles with support for custom particle shaders. - CPU-based particles. @@ -139,6 +143,11 @@ Vulkan renderer. - HDR rendering with sRGB. - Perspective, orthographic and frustum-offset cameras. +- Support for rendering 3D at a lower resolution while keeping 2D rendering at + the original scale. This can be used to improve performance on low-end systems. +- `OpenGL support planned for a future Godot 4.x release `__. + + - If you need OpenGL support, use Godot 3.x which remains supported. **Physically-based rendering:** @@ -177,39 +186,56 @@ Vulkan renderer. - Baked lightmaps (fast, but can't be updated at run-time). - - Lightmaps are baked on the GPU using compute shaders. + - Supports baking indirect light only or baking both direct and indirect lighting. + The bake mode can be adjusted on a per-light basis to allow for hybrid light + baking setups. + - Supports lighting dynamic objects using automatic and manually placed probes. + - Optionally supports directional lighting and reflections based on spherical + harmonics. + - Lightmaps are baked on the GPU using compute shaders (much faster compared + to CPU lightmapping). - GI probes (slower, fully real-time). Supports reflections. - Signed distance field GI (intermediate, supports dynamic lights but not dynamic occluders). Supports reflections. -- Global illumination uses a deferred pass to allow for adaptive subsampling. +- Global illumination uses a deferred pass to allow for rendering GI at half + resolution to improve performance. **Reflections:** -- Voxel-based reflections (when using GI probes) and SDF-based reflections (when using signed distance field GI). +- Voxel-based reflections (when using GI probes) and SDF-based reflections + (when using signed distance field GI). - Fast baked reflections or slow real-time reflections using ReflectionProbe. Parallax correction can optionally be enabled. - Screen-space reflections. -- Reflection techniques can be mixed together for greater accuracy. +- Reflection techniques can be mixed together for greater accuracy or scalability. **Sky:** - Panorama sky (using an HDRI). - Procedural sky and Physically-based sky that respond to the DirectionalLights in the scene. -- Support for custom sky shaders. +- Support for custom sky shaders, which can be animated. - Radiance can be updated in real-time depending on the quality settings chosen. **Fog:** -- Depth fog (exponential or with custom attenuation). -- Height fog (floor or ceiling) with adjustable attenuation. -- Support for automatic depth fog color depending on the camera direction - (to match the sun color). -- Optional transmittance to make lights more visible in the fog. +- Exponential depth fog. +- Exponential height fog. +- Support for automatic fog color depending on the sky color (aerial perspective). +- Support for sun scattering in the fog. **Particles:** -- GPU-based particles with support for custom particle shaders. +- GPU-based particles with support for subemitters (2D + 3D), trails (2D + 3D), + attractors (3D only) and collision (3D only). + + - Particle attractor shapes supported: box, sphere and 3D vector fields. + - Particle collision shapes supported: box, sphere, baked signed distance field + and real-time heightmap (suited for open world weather effects). + - Trails can use the built-in ribbon trail and tube trail meshes, or custom + meshes with skeletons. + - Support for custom particle shaders with manual emission. + - CPU-based particles. **Post-processing:** @@ -530,8 +556,8 @@ Animation - Support for playing sounds in animation tracks. - Support for Bézier curves in animation. -Formats -^^^^^^^ +File formats +^^^^^^^^^^^^ - Scenes and resources can be saved in :ref:`text-based ` or binary formats.