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Allow disabling the depth prepass in the Vulkan Clustered backend

In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
This commit is contained in:
Hugo Locurcio
2021-11-27 17:54:45 +01:00
parent 52b7d5fa34
commit 989a7d9270
3 changed files with 3 additions and 6 deletions

View File

@@ -2873,7 +2873,6 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true);
GLOBAL_DEF("rendering/driver/depth_prepass/enable", true);
GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false);
GLOBAL_DEF_RST("rendering/textures/default_filters/anisotropic_filtering_level", 2);