Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
中文简介正在准备中。当前显示原文说明。
Use when choosing a renderer or planning a project's look and frame budget — renderer per platform, lighting strategy and light limits, anti-aliasing, 3D resolution scaling (FSR, MetalFX), SubViewports and render targets, shader stutter, graphics settings menus, and rendering stats
中文简介正在准备中。当前显示原文说明。
实测评分 未实测
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Project-level rendering decisions: which renderer runs where, how the lighting is built for it, how edges are smoothed, what resolution 3D renders at, and how to measure the result. All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
This skill picks the strategy; 3d-essentials holds the per-node recipes (materials, light properties, GI setup, fog, decals).
Related skills: 3d-essentials for materials, lights, environment and GI node setup, 2d-essentials for 2D lights and shadows, shader-basics for post-processing, compositor effects and the Shader Baker, godot-optimization for profiling CPU/GPU bottlenecks, web-export for the Compatibility-only browser target.
The renderer decides which lighting features exist at all, so choose it before building the look.
| Renderer | rendering_method | Use for | Missing compared to Forward+ |
|---|---|---|---|
| Forward+ | forward_plus | Desktop and console, high-end visuals | — |
| Mobile | mobile | Phones, tablets, standalone XR, low-end desktop | SDFGI, VoxelGI, SSAO/SSIL/SSR, volumetric fog, TAA, FSR |
| Compatibility | gl_compatibility | Web (the only option there), very old GPUs | Everything Mobile lacks (though SSAO arrives in 4.6), plus FXAA/SMAA and MetalFX; glow is a simplified version |
Set Project Settings → Rendering → Renderer → Rendering Method. Platform overrides already exist: rendering/renderer/rendering_method.mobile defaults to mobile and rendering_method.web to gl_compatibility, so one project can run Forward+ on desktop and Mobile on phones — but then test the look on both, because effects silently disappear on the lighter renderer.
A settings menu must hide options the running renderer cannot honor. The later sections use this helper:
func is_forward_plus() -> bool:
# Godot 4.4+: prefer RenderingServer.get_current_rendering_method(), which also sees
# the --rendering-method CLI flag and the automatic fallback on unsupported hardware.
return ProjectSettings.get_setting_with_override("rendering/renderer/rendering_method") == "forward_plus"
public static bool IsForwardPlus()
{
// Godot 4.4+: prefer RenderingServer.GetCurrentRenderingMethod(), which also sees
// the --rendering-method CLI flag and the automatic fallback on unsupported hardware.
return ProjectSettings.GetSettingWithOverride("rendering/renderer/rendering_method").AsString() == "forward_plus";
}
Short feature table: see the renderer comparison in 3d-essentials (references/renderer-comparison.md).
Decide where light comes from before placing lights. Baked light is nearly free at runtime on every renderer; real-time GI is Forward+ only.
| Scene | Forward+ | Mobile | Compatibility |
|---|---|---|---|
| Static level, fixed sun | LightmapGI + real-time sun shadows | LightmapGI | LightmapGI |
| Day/night cycle, large outdoor | SDFGI | Sky ambient + DirectionalLight3D | Sky ambient + DirectionalLight3D |
| Small dynamic interiors | VoxelGI | LightmapGI + ReflectionProbes | LightmapGI + ReflectionProbes |
| Procedural levels (nothing to bake) | SDFGI | Ambient + a few shadowed lights | Ambient + few unshadowed lights |
Light budgets
| Renderer | Limit | Setting |
|---|---|---|
| Forward+ | 512 clustered elements (omni + spot lights + decals + reflection probes) in view | rendering/limits/cluster_builder/max_clustered_elements |
| Mobile | 8 omni + 8 spot lights per mesh | — split large meshes so lights don't compete |
| Compatibility | 8 omni + 8 spot lights per object; 32 renderable lights per type (omni, spot) per frame | rendering/limits/opengl/max_lights_per_object, max_renderable_lights |
Rules that hold everywhere:
DirectionalLight3D; turn shadow_enabled off on fill lights and small props.light_bake_mode to Static so the lightmap carries them and they cost nothing at runtime. Baking needs a Forward+ or Mobile capable editor; the baked result plays on all three renderers.distance_fade_enabled instead of leaving dozens active.Light and GI node setup: 3d-essentials (Sections 3 and 5).
| Method | Cost | Smooths | Renderers | Notes |
|---|---|---|---|---|
MSAA 2×/4×/8× (msaa_3d) | Medium–high | Geometry edges | All three | 2× or 4× is usually the sweet spot; no help with shader/texture shimmer |
FXAA (screen_space_aa) | Low | Everything, blurry | Forward+, Mobile | Cheapest whole-image option |
| SMAA (Godot 4.5+) | Low–medium | Everything, sharper than FXAA | Forward+, Mobile | Tune rendering/anti_aliasing/quality/smaa_edge_detection_threshold |
TAA (use_taa) | Medium | Everything incl. specular shimmer | Forward+ only | Ghosting on particles and skinned meshes |
FSR 2 at scale 1.0 | Medium | Like TAA, sharper | Forward+ only | Set scaling_3d_mode to FSR 2 and scaling_3d_scale = 1.0 |
The project settings (rendering/anti_aliasing/quality/*) are read once at startup. To change AA from a settings menu, set the root viewport:
func apply_antialiasing(msaa: Viewport.MSAA, use_fxaa: bool, use_taa: bool) -> void:
var vp := get_viewport()
vp.msaa_3d = msaa
vp.screen_space_aa = Viewport.SCREEN_SPACE_AA_FXAA if use_fxaa else Viewport.SCREEN_SPACE_AA_DISABLED
vp.use_taa = use_taa and is_forward_plus()
public void ApplyAntialiasing(Viewport.Msaa msaa, bool useFxaa, bool useTaa)
{
Viewport vp = GetViewport();
vp.Msaa3D = msaa;
vp.ScreenSpaceAA = useFxaa ? Viewport.ScreenSpaceAAEnum.Fxaa : Viewport.ScreenSpaceAAEnum.Disabled;
vp.UseTaa = useTaa && IsForwardPlus();
}
Setting an unsupported mode does not crash; Godot ignores it and logs a warning (an editor error on 4.3–4.5). Gate the options in the UI instead. 2D has its own msaa_2d, which smooths 2D geometry edges such as lines and polygons.
Render 3D below native resolution and upscale it — the biggest single GPU saving on fill-rate-bound scenes. 2D and UI stay at native resolution.
scaling_3d_mode | Renderers | Notes |
|---|---|---|
| Bilinear | All | Also the only mode that supersamples (scale > 1.0) |
| FSR 1 | Forward+ | Spatial upscaler; rendering/scaling_3d/fsr_sharpness (default 0.2, lower = sharper) |
| FSR 2 | Forward+ | Temporal; replaces TAA; best quality per pixel |
| MetalFX Spatial / Temporal (Godot 4.4+) | Apple Metal: spatial on Forward+/Mobile, temporal on Forward+ | Falls back to FSR when unavailable |
| Nearest (Godot 4.7+) | All | Crisp pixel look; use integer divisors (0.5, 0.333, 0.25) |
Offer presets rather than a raw slider. These are AMD's FSR 1 scales, which work as well with FSR 2: Ultra Quality 0.77, Quality 0.67, Balanced 0.59, Performance 0.5.
const FSR_PRESETS := {"ultra_quality": 0.77, "quality": 0.67, "balanced": 0.59, "performance": 0.5}
func apply_upscaling(preset: String) -> void:
var vp := get_viewport()
if preset == "native":
vp.scaling_3d_mode = Viewport.SCALING_3D_MODE_BILINEAR
vp.scaling_3d_scale = 1.0
return
vp.scaling_3d_mode = Viewport.SCALING_3D_MODE_FSR2 if is_forward_plus() else Viewport.SCALING_3D_MODE_BILINEAR
vp.scaling_3d_scale = FSR_PRESETS.get(preset, 1.0)
private static readonly System.Collections.Generic.Dictionary<string, float> FsrPresets = new()
{
{ "ultra_quality", 0.77f }, { "quality", 0.67f }, { "balanced", 0.59f }, { "performance", 0.5f },
};
public void ApplyUpscaling(string preset)
{
Viewport vp = GetViewport();
if (preset == "native")
{
vp.Scaling3DMode = Viewport.Scaling3DModeEnum.Bilinear;
vp.Scaling3DScale = 1.0f;
return;
}
vp.Scaling3DMode = IsForwardPlus() ? Viewport.Scaling3DModeEnum.Fsr2 : Viewport.Scaling3DModeEnum.Bilinear;
vp.Scaling3DScale = FsrPresets.GetValueOrDefault(preset, 1.0f);
}
Lower scales blur textures; on Forward+ and Mobile, Godot lowers the mipmap bias automatically by log2(scale) to compensate (plus -0.5 with TAA).
Each active SubViewport is another full render. Set render_target_update_mode: UPDATE_WHEN_VISIBLE (live views), UPDATE_ONCE (snapshots), UPDATE_DISABLED (pause), UPDATE_ALWAYS.
See references/subviewports.md for UI display, per-viewport settings, and icon capture.
The first time a material, light combination, or effect is drawn, the GPU pipeline is compiled, which can hitch a frame.
rendering/rendering_device/pipeline_cache/enable, on by default) makes the second launch faster than the first.Read rendering stats from Performance and switch Viewport.debug_draw to see where the cost is.
func _process(_delta: float) -> void:
$Stats.text = "draw calls %d | primitives %d | VRAM %.0f MB" % [
Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME),
Performance.get_monitor(Performance.RENDER_TOTAL_PRIMITIVES_IN_FRAME),
Performance.get_monitor(Performance.RENDER_VIDEO_MEM_USED) / 1048576.0,
]
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("debug_overdraw"):
var vp := get_viewport()
vp.debug_draw = Viewport.DEBUG_DRAW_DISABLED if vp.debug_draw == Viewport.DEBUG_DRAW_OVERDRAW else Viewport.DEBUG_DRAW_OVERDRAW
public override void _Process(double delta)
{
GetNode<Label>("Stats").Text = string.Format("draw calls {0} | primitives {1} | VRAM {2:F0} MB",
Performance.GetMonitor(Performance.Monitor.RenderTotalDrawCallsInFrame),
Performance.GetMonitor(Performance.Monitor.RenderTotalPrimitivesInFrame),
Performance.GetMonitor(Performance.Monitor.RenderVideoMemUsed) / 1048576.0);
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed("debug_overdraw"))
{
Viewport vp = GetViewport();
vp.DebugDraw = vp.DebugDraw == Viewport.DebugDrawEnum.Overdraw ? Viewport.DebugDrawEnum.Disabled : Viewport.DebugDrawEnum.Overdraw;
}
}
Useful debug_draw modes: OVERDRAW (transparency and particle cost), UNSHADED (is it lighting or geometry?), LIGHTING, WIREFRAME (call RenderingServer.set_debug_generate_wireframes(true) before the meshes load). The editor's Debugger → Visual Profiler splits GPU time per pass. Profiling method: godot-optimization.
Players expect presets (Low / Medium / High / Ultra) plus individual toggles, saved between sessions. Apply runtime settings to the root viewport, environment toggles to the active Environment, and store the choice in a ConfigFile under user://.
Full preset table, apply code, and persistence in GDScript and C#: references/graphics-settings.md.
| Symptom | Cause | Fix |
|---|---|---|
| Effects vanish on phone or web build | Built the look on Forward+, shipped on Mobile/Compatibility | Preview with the target renderer; plan lighting per Section 2 |
| TAA or FSR option does nothing | Not Forward+ (warning in output) | Gate the option on the running renderer (Section 1 helper) |
| Changing the AA project setting in game has no effect | Project settings are read at startup | Set the root Viewport properties |
| Lights flicker on and off on Mobile | More than 8 omni or 8 spot lights touch one mesh | Split the mesh, bake static lights, or fade distant lights |
| Minimap halves the frame rate | SubViewport renders full quality every frame | Lower its size, disable its shadows/effects, update every few frames |
| SubViewport looks aliased while the game doesn't | SubViewports don't inherit root AA/scaling | Set msaa_3d / scaling_3d_* on the SubViewport |
| Pixel-art 3D looks smeared | Bilinear upscaling | SubViewportContainer.stretch_shrink with nearest texture filter, or Nearest scaling (4.7+) |
| Hitch the first time an effect plays | Pipeline compilation | Upgrade to 4.4+, pre-warm behind a loading screen |
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Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
中文简介正在准备中。当前显示原文说明。
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
中文简介正在准备中。当前显示原文说明。
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
中文简介正在准备中。当前显示原文说明。
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
中文简介正在准备中。当前显示原文说明。
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
中文简介正在准备中。当前显示原文说明。
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
中文简介正在准备中。当前显示原文说明。