Rendering: frame output and verification
Choose the right guide, follow a workflow and diagnose the result.
Check the frame before enabling effects
First confirm the camera, visible geometry, material and actual level lighting. The editor preview does not replace them at runtime. Then check the actual rendering method and driver: a stored option value does not always mean the selected backend applies that effect.
For specific objects, use 2D or 3D. This section covers frame output, dimensions and rendering extensions.
Choose a task
| Task | Guide |
|---|---|
| Select a rendering method and check support | Renderers |
| Separate game views, UI and additional cameras | Viewports |
| Configure window size and image scaling | Multiple resolutions |
| Diagnose uneven motion and latency | Jitter, stutter and input lag |
| Add a custom rendering stage | Compositor |
| Draw into textures | Drawable textures |
| Configure HDR output | HDR output |
Verify on the target configuration
For quality comparisons, keep the same camera, scene and exposure. Change one option, inspect actual pixels and measure frame time. Internal 3D image scale, antialiasing and final Viewport dimensions are separate settings; the interface can render at another resolution.
Do not infer effect support solely from a getter: some options retain the requested value without applying an effect in a particular renderer. Use profiling to locate a slow-frame cause rather than enabling every optimization at once.