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Small fix
Co-authored-by: AR <ardev1.deverson@proton.me> Co-authored-by: sphynx-owner <sphynx-owner@users.noreply.github.com Co-authored-by: HydrogenC <HydrogenC@users.noreply.github.com>
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doc/classes/ProjectSettings.xml

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If [code]true[/code], jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples.
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</member>
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<member name="rendering/camera/motion_blur/motion_blur_framerate_mode" type="int" setter="" getter="" default="1">
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Define framerate-based behavior of the motion blur. Uses [member motion_blur_reference_framerate] as the reference framerate for the different modes.
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Defines framerate-based behavior of the motion blur. Uses [member motion_blur_reference_framerate] as the reference framerate for the different modes.
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MOTION_BLUR_FRAMERATE_MODE_NATIVE applies the blur based on the game's framerate as is, and does not use the reference framerate.
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MOTION_BLUR_FRAMERATE_MODE_CAPPED applies the blur based on the game's framerate, but below a certain framerate (which means larger time gap and thus larger blur) it will cap the blur to emulate the blur that will be generated at the reference framerate. This is the default value, and it means that if the game lags, the blur will be kept under control.
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MOTION_BLUR_FRAMERATE_MODE_FIXED enforces the reference framerate blur regardless of the game's framerate. This can lead to overblurring when the game's framerate is higher than the reference framerate.

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