@@ -556,21 +556,11 @@ more sense to use **Keep Width** instead (also called *Vert-*). This way,
556556smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a
557557*taller * field of view, which is more logical here.
558558
559- Scaling 2D and 3D elements differently using Viewports
560- ------------------------------------------------------
561-
562- Using multiple Viewport nodes, you can have different scales for various
563- elements. For instance, you can use this to render the 3D world at a low
564- resolution while keeping 2D elements at the native resolution. This can improve
565- performance significantly while keeping the HUD and other 2D elements crisp.
566-
567- This is done by using the root Viewport node only for 2D elements, then creating
568- a Viewport node to display the 3D world and displaying it using a
569- SubViewportContainer or TextureRect node. There will effectively be two viewports
570- in the final project. One upside of using TextureRect over SubViewportContainer is
571- that it allows enable linear filtering. This makes scaled 3D viewports look
572- better in many cases.
573-
574- See the
575- `3D viewport scaling demo <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/3d_scaling >`__
576- for examples.
559+ Scaling 2D and 3D elements differently
560+ --------------------------------------
561+
562+ To render 3D at a different resolution from 2D elements (such as the UI), use Godot's
563+ :ref: `resolution scaling <doc_resolution_scaling >` functionality. This allows you to
564+ control the resolution scale factor used for 3D without needing to use a separate Viewport
565+ node. This can either be used to improve performance by rendering 3D at a lower resolution,
566+ or improve quality via supersampling.
0 commit comments