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.
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For manual install, download the SuperScaling
folder from this repository and copy it into your Godot project.
SuperScaling.tscn
scene to your main scene tree, it should be just below the root node.UI Nodes
property.Enable on Play
, this will start the scaling add-on when you play the game (cannot be viewed in editor).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.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
.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%.Scale Factor
lower than 1.0
will lessen the picture quality slightly, but with much higher performance.Scale Factor
above 1.0
results in higher definition but will have substantially lesser performance.Smoothness
controls the mix between the two scaling algorithms. 0.0
is more sharp and 1.0
is softer.Smoothness
value at the default of 0.5
will have the best compatiblity at all scales.Smoothness
to the extremes. Values between 0.25
and 0.75
work best.Stretch Mode
should be set to disabled
and Stretch Aspect
to ignore
.2d
for Stretch Mode
and keep_height
for Stretch Aspect
.UI Nodes
property.Node2D
and place your UI elements inside that. Then set the Z Index
to 1
or above.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.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).Enable on Play
off while developing, and only enable the add-on when you need to test the graphics or performance.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.MIT License
Copyright (c) 2021 Andres Hernandez
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.