Skip to content

Commit

Permalink
New simple installation method
Browse files Browse the repository at this point in the history
  • Loading branch information
cybereality committed Jan 22, 2022
1 parent 0d6e12a commit 79c2373
Show file tree
Hide file tree
Showing 7 changed files with 66 additions and 43 deletions.
35 changes: 18 additions & 17 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,10 +1,10 @@
# Godot Super Scaling : Add-On For Godot Engine

Godot Super Scaling, a comprehensive post-processing effect for 3D and 2D Godot Engine games that allows you to upscale or downscale the viewport for increased performance or higher quality visuals. Supports up to 200% native resolution or down to 10%.
A fast viewport scaler for 3D and 2D Godot Engine games that allows you to upscale or downscale the screen for increased performance or higher quality visuals. Supports up to 200% native resolution or down to 10%. At 50% scaling on a 3D game, you could potentially get 200% to 300% of native performance, which is key to getting higher quality graphics on low-end hardware. At scales like 90%, you could gain 25% performance with very minimal picture quality loss. Going above 100% does increase quality, however the performance cost is large and might only make sense for users with very high-end graphics cards.

![Screenshot](ScreenShots/Godot_Super_Scaling_3D.jpg)
![Screenshot](ScreenShots/Decay_GSS_4K.jpg)

![Screenshot](ScreenShots/Godot_Super_Scaling_2D.jpg)
![Screenshot](ScreenShots/Decay_GSS_1080p.jpg)

## INSTALLATION

Expand All @@ -15,30 +15,31 @@ For manual install, download the `SuperScaling` folder from this repository and
## CONFIGURATION

* Add the `SuperScaling.tscn` scene to your main scene tree, it should be just below the root node.
* Place your entire game world as a child of a new node under the root node (e.g. Spatial for 3D games or Node2D for 2D games).
* In the `SuperScaling` inspector settings, link the `Game World` property to the node you created above.
* You can leave the rest of your scene tree the same, this add-on no longer requires any special node setup.
* To have UI or HUD elements rendered at native resolution, you should add them to the `UI Nodes` property.
* Select `Enable on Play`, this will start the scaling add-on when you play the game (cannot be viewed in editor).
* Set `Usage` to either `3D` or `2D` depending on your game type.
* `MSAA` and `FXAA` are controlled by the `SuperScaling` add-on and the project settings do not take effect.
* The `SuperScaling` add-on does add some anti-aliasing, however you may want to also enable `MSAA` or `FXAA` or both.
* `Shadow Atlas` controls the map size for omni and spot lights. If you only use a directional light you can set this to `1`.
* The `SuperScaling` add-on does add some anti-aliasing, however you may want to also enable `MSAA` or `FXAA` or both. For the best quality and performance, it is recommended to use `4x` `MSAA`. At higher render scales, using `FXAA` can help soften the image. At scales of 75% or below, it is recommended to disable `FXAA` as it can worsen picture clarity.
* `Shadow Atlas` controls the shadow map size for omni and spot lights. If you only use a directional light you can set this to `1`.
* To control the scale of the render, use the `Scale Factor` setting on the top of the inspector for `SuperScaling`.
* `1.0` for the `Scale Factor` corresponds to 100% of the native resolution. `0.5` will be 50% and `2.0` will be 200%.
* Note that setting the `Scale Factor` above `1.0` results in higher quality but will have lesser performance.
* Setting the `Scale Factor` lower than `1.0` results in an image quality loss, but higher performance.
* Setting the `Scale Factor` lower than `1.0` will lessen the picture quality slightly, but with much higher performance.
* Note that setting the `Scale Factor` above `1.0` results in higher definition but will have substantially lesser performance.
* Please experiment with your game and your desired minimum spec to find an appropriate setting.
* Also consider exposing the scale to users, so that they may tailor the experience to their level of hardware.
* Also consider exposing the scale to users (within limits), so that they may tailor the experience to their level of hardware.
* `Smoothness` controls the mix between the two scaling algorithms. `0.0` is more sharp and `1.0` is softer.
* In general, values lower than `0.5` are better for upscaling and values above `0.5` better for downscaling.
* In general, leaving the `Smoothness` value at the default of `0.5` will have the best compatiblity at all scales.
* You should avoid setting `Smoothness` to the extremes. Values between `0.25` and `0.75` work best.
* However, this is an artistic choice and you should experiment to find the best value for your game.
* In the project settings, for 3D games, the `Stretch Mode` should be set to `disabled` and `Stretch Aspect` to `ignore`.
* For 2D games, the best project settings are `2d` for `Stretch Mode` and `keep_height` for `Stretch Aspect`.
* 2D HUD and UI elements will be shown above the scaled game and displayed at native resolution.
* For 3D games, simply create a 2D node (such as Control) as a child of the root node and it will display properly.
* For 2D games, you will need to create a Node2D and place your UI elements inside that. Then set the `Z Index` to `1` or above.
* Be sure that `Use VSync` is set to `On` in the project settings for the smoothest performance.
* One thing to note, `SuperScaling` will take control of your game while enabled, and you will no longer be able to edit as you play.
* It is recommended to leave `Enable on Play` off while developing, and only enable the add-on when you need to test the graphics or performance.
* Native resolution UI nodes for 3D games can be anywhere, as long as they are added to the `UI Nodes` property.
* For 2D games, you will need to create a `Node2D` and place your UI elements inside that. Then set the `Z Index` to `1` or above.
* Be sure that `Use VSync` is set to `On` in the project settings for the smoothest performance. Turning `Use VSync` to `Off` can result in stuttering and an overall choppy experience.
* One thing to note, `SuperScaling` will take control of your game while enabled, and you will no longer be able to edit as you play. Meaning changing variables in the inspector at run-time will not result in visible changes (though you can click the `Remote` tab on the left and edit values, if really necessary).
* So it is recommended to leave `Enable on Play` off while developing, and only enable the add-on when you need to test the graphics or performance.
* Since the add-on moves your game nodes into a dynamically generated viewport, using `get_node()` with absolute paths will no longer function. It is recommended to try to use relative paths as much as possible when getting nodes, and this is supported. There are some cases, though, where special care must be taken. In the case of scripts on the root node, and also when calling in or out of the dynamic viewport (e.g. for a UI node to affect a game object, or vice versa), since the node paths will change at run-time. In these cases, rather than absolute paths, you can use the `find_node()` function, which will work regardless of where the nodes might be. For example `get_tree().get_root().find_node("Player", true, false)`. For this to work, though, all the nodes you are interested in getting this way must have unique names.

## LICENSE

Expand Down
Binary file added ScreenShots/Decay_GSS_1080p.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added ScreenShots/Decay_GSS_4K.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file removed ScreenShots/Godot_Super_Scaling_2D.jpg
Binary file not shown.
Binary file removed ScreenShots/Godot_Super_Scaling_3D.jpg
Binary file not shown.
Binary file removed SuperScaling.zip
Binary file not shown.
74 changes: 48 additions & 26 deletions SuperScaling/SuperScaling.gd
Original file line number Diff line number Diff line change
Expand Up @@ -5,14 +5,14 @@ extends Node
export (float, 0.1, 2.0) var scale_factor = 1.0 setget change_scale_factor
export (float, 0.0, 1.0) var smoothness = 0.5 setget change_smoothness
export (bool) var enable_on_play = false
export (NodePath) var game_world
export (Array, NodePath) var ui_nodes
export (int, "3D", "2D") var usage = 0
export (int, "Disabled", "2X", "4X", "8X", "16X") var msaa = 0 setget change_msaa
export (bool) var fxaa = false setget change_fxaa
export (int, 1, 4096) var shadow_atlas = 4096 setget change_shadow_atlas
onready var sampler_shader = load(get_script().resource_path.get_base_dir() + "/SuperScaling.tres")
var sampler_material
var game_node
var game_nodes
var overlay
var viewport
var viewport_size
Expand All @@ -23,33 +23,54 @@ var native_aspect_ratio
var original_aspect_ratio
enum {USAGE_3D, USAGE_2D}
const epsilon = 0.01
var finish_timer

func _ready():
if (enable_on_play):
game_node = get_node(game_world)
if game_node:
get_parent().call_deferred("remove_child", game_node)
get_screen_size()
create_viewport()
set_shader_texture()
viewport.call_deferred("add_child", game_node)
get_parent().call_deferred("add_child", viewport)
original_resolution = native_resolution
original_aspect_ratio = native_aspect_ratio
root_viewport = get_viewport()
#warning-ignore:RETURN_VALUE_DISCARDED
viewport.connect("size_changed", self, "on_window_resize")
#warning-ignore:RETURN_VALUE_DISCARDED
root_viewport.connect("size_changed", self, "on_window_resize")
on_window_resize()
create_sampler()
change_msaa(msaa)
change_fxaa(fxaa)
change_smoothness(smoothness)
set_process_input(false)
set_process_unhandled_input(false)
else:
print("ERROR [Godot Super Scaling] Game World must be set in inspector.")
finish_setup()

func finish_setup():
remove_all_nodes()
get_screen_size()
create_viewport()
set_shader_texture()
add_all_nodes()
get_parent().call_deferred("add_child", viewport)
original_resolution = native_resolution
original_aspect_ratio = native_aspect_ratio
root_viewport = get_viewport()
#warning-ignore:RETURN_VALUE_DISCARDED
viewport.connect("size_changed", self, "on_window_resize")
#warning-ignore:RETURN_VALUE_DISCARDED
root_viewport.connect("size_changed", self, "on_window_resize")
on_window_resize()
create_sampler()
change_msaa(msaa)
change_fxaa(fxaa)
change_smoothness(smoothness)
set_process_input(false)
set_process_unhandled_input(false)

func remove_all_nodes():
game_nodes = get_parent().get_children()
var ui_count = ui_nodes.size()
var done = false
while not done:
for i in range(game_nodes.size()):
if ui_nodes.has(get_path_to(game_nodes[i])):
game_nodes.remove(i)
break
ui_count -= 1
if ui_count <= 0:
done = true
game_nodes.erase(self)
for node in game_nodes:
if node != self:
get_parent().call_deferred("remove_child", node)

func add_all_nodes():
for node in game_nodes:
viewport.call_deferred("add_child", node)

func create_viewport():
viewport = Viewport.new()
Expand All @@ -69,6 +90,7 @@ func create_sampler():
sampler_material = ShaderMaterial.new()
sampler_material.shader = sampler_shader
overlay.material = sampler_material
overlay.mouse_filter = Control.MOUSE_FILTER_PASS
add_child(overlay)

func set_shader_texture():
Expand Down

0 comments on commit 79c2373

Please sign in to comment.