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  • Published 5 Jun 2026

Per Object Overscan Setting EEVEE

Currently EEVEEs render properties: "overscan" feature overscans everything in the cameras view which can slow the performance down very quickly. But sometimes you only want to overscan one specific object but you can't so you end up either going for screen space glitches or a wasted hit in performance.

Solution: Be able to specify what objects get overscanned and by how much. Add an extra check toggle in Object properties:Ray visibility called Overscan.

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Development Status: Open

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jackrocky2213
5 Jun 2026

3 Comments

jeroenbakker

Not sure how this will improve performance or will actually be realizable on engine level. Would the per object setting just drive the final overscan -> this requires to render the scene twice. once to determine the overscan size, than apply the overscan size on the viewport.

jackrocky2213 Author

Don't quite understand your question. Why would you have to render it twice?

jeroenbakker

The object can have vertex displacement, GPU based calculations could only show during rendering. So to know how much overscan an object needs it first needs to be drawn before you can access its actual dimension. After that the framebuffer can be setup with the needed overscan . Then you need to render the second time with the correct overscan.

Having a film based overscan as we have now allows setting up a correct frame buffer before actually render anything.

The question is if there is not a performance gain, would there be other reasons why this is useful?

Rasterizers like EEVEE are complex beast and without knowing how it works on technical level it is hard to say that it would be render faster because on a high level it seems logical.