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Godot 4 demo project for overscan to improve screen-space effect consistency

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Godot overscan demo

This demonstrates how viewport overscan can be used to improve screen-space effect consistency at a GPU performance cost. This affects any screen-space effect, but the ones where the difference is most notable is SSAO, SSIL and SSR.

Overscan values that provide the best performance/quality ratio are between 1.04 and 1.08 depending on the scene and effect intensity.

Note that this project does not support viewport resizing yet; it will always remain at its default resolution of 1280×720. Due to sub-pixel precision errors, the image may also appear to be slightly less sharp when overscanned (a more polished implementation could likely avoid this).

In general, overscan is quite expensive, especially at higher resolutions. Therefore, it is only recommended on high-end dedicated GPUs or for offline rendering.

Comparison

SSAO only

Before (0% overscan) After (8% overscan per side)
ssao_only_100 ssao_only_108

SSAO and SSIL

Before (0% overscan) After (8% overscan per side)
ssao_and_ssil_100 ssao_and_ssil_108

SSAO and SSIL (2)

Before (0% overscan) After (5% overscan per side) After (8% overscan per side)
ssao_and_ssil_2_100 ssao_and_ssil_2_105 ssao_and_ssil_2_108

Controls

  • Space: Play/pause camera animation

License

Copyright © 2022 Hugo Locurcio and contributors

Unless otherwise specified, files in this repository are licensed under the MIT license. See LICENSE.md for more information.

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Godot 4 demo project for overscan to improve screen-space effect consistency

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