Sampling#
EEVEE uses a process called Temporal Anti-Aliasing (TAA) which reduces Aliasing. TAA is sample based so the more samples the more aliasing is reduced at the cost of performance.
Reference
- Panel:
Viewport#
- Samples
The number of samples to use in the 3D Viewport. When setting this to zero the viewport will be resampled continuously.
- Temporal Reprojection
Reduces noise while moving the viewport or during animation playback. Can leave some ghosting.
- Jittered Shadows
Enable jittered shadows on the viewport. Jittered shadows are always enabled for final renders. This also affects shadows casted by transparent shadows.
Render#
- Samples
The number of samples to use in the final render.
Shadows#
- Rays
Number of rays to trace for each light. Higher values reduces the noise caused by random shadow sampling.
- Steps
Number of shadow map sample per shadow ray. Higher step count results in softer shadows but have a higher cost.
- Volumetric Shadows
Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light. This is a very computationally expensive option and has limitations.
- Steps
Number of steps to compute volumetric shadowing.
See also
- Resolution
Resolution percentage of shadow maps.
Advanced#
- Light Threshold
Minimum light intensity for a light to contribute to the lighting. Used to compute the distance at which to cut-off lights influence. Lower values improve performance.
See also
Custom Distance overrides this setting.