To give an example, modern AAA games still frequently use per-vertex shading for lit particles when they occupy a large portion of the viewport (e.g. rain effects). Overlapping alpha effects are one of the best-case scenarios where vertex will significantly improve performance compared to pixel.
09.02.2026 18:49
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Per-vertex shading is generally faster than per-pixel shading, but how much faster it is depends on the mesh's vertex density and how much space the mesh occupies on the viewport.
09.02.2026 18:46
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I added that preset years ago to go with KDE's Breeze Dark theme (the base color was chosen to match the color in late 2018), but with KDE changes and the new theme, it probably no longer matches KDE anymore. This might need changing in the future, since it's the intended purpose of that preset.
26.01.2026 19:20
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Which display scale did you choose in the macOS settings? Do you have external monitors connected?
macOS does not have a concept of fractional scaling, so using a fractional scale will force all apps to be rendered at a higher resolution and then downsampled. Unfortunately, this is slow and blurry.
22.12.2025 01:53
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This is likely down to macOS apps using a small font size and condensed UI elements (more so than most Windows apps). This effectively makes Godot seem larger than other macOS apps by default, even on a 1080p display at 100% scaling (no Retina involved).
22.12.2025 01:50
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