I haven't been able to build the source yet. It's still not 100% final, so it's in constant flux. However the release page on Github has an older .deb file that does work. It at least lets you view the images, I'm trying to convert some stuff now. It's from last year, but it's good enough to test the quality and file size. Support is still not ready (as I said, it's barely final) but there is a GIMP plugin and Chrome just added support.

    cybereality I've never heard of that, and I doubt it is useful for anything (considering I've never heard of it). JPG and PNG are already more than fine.

    I had not heard about this format, too, so I was surprised. It's kind of claimed to be a "faster PNG".

    cybereality I couldn't get the command-line tools working, but I used this website. https://jpegxl.io/

    Your browser does not support JPEG XL.😞

      Tomcat Your browser does not support JPEG XL.😞

      Yes, like I said, it's very early. I don't expect support to be out until later this year in a stable release. You can kind of get it working with beta software, like I did, but it's not totally there. But in a few months I expect it will start rolling out. It's honestly going to be pretty big. We get better quality at much lower file size (if you look at the test I did, it's like 25% of the size at the same visual quality). Plus high quality high frame rate animation, that will be much better than GIF. And transparency of compressed images, which is not possible right now (especially important on the web). I'd say within 1 year, it will be the industry standard.

      Krita doesn't work with the new format yet.

      Though this release adds support for the new JPEG-XL format, which supports animation, exporting and importing animations in this format gives incorrect results. A fix is pending.

      But XnViewMP and GIMP know about it.

      I get artifacts when saving from .jpg:

      Megalomaniak open standards, IMO are always preferable.

      Yes, I agree, but with something like an image format, I think wide compatibility may win out. In any case JPEG XL is BSD License and royalty free, so I don't see any issue there.

      The DDS format can be a handy one. Not only does it store many different GPU pixel formats, but it can do block compressed (the various GPU compressed texture formats), cube maps, voxels and custom mip maps.

      I might need to do some source digging though, Godot's docs claim to handle loading custom mip maps from DDS files, but it fails on a DDS I've been using since the Ogre3D days.

      The interesting thing about QOI for me is the claimed 20-50 times encoding performance vs png. Being able to quickly encode a lossless image for things like frame capture could be useful.
      Plus the fact that the entire reference implementation is a single 669 line C header (a third of which is documentation) with no dependencies means it looks damn easy to integrate into small projects or rewrite directly in other languages.

        Actually, now that I read the website it does look pretty cool. At least for like hobby projects, I'm not sure how useful it would be for production or anything serious. From what I can see, the advantage is in the encoding time, which is pretty impressive. Mostly this is not an issue, but I guess for rendering image sequences that could be useful. Though the file size is slightly more than PNG. So it terms of game development, I'm not sure it matters much. Unless you are batch converting all the assets in a game, exporting a single PNG, even at 4K res, only takes a few seconds. Plus, there would need to be a lot more tooling for exporters and importers and all kinds of stuff. So I don't think it will be that popular, outside of hobby stuff.

        What do you guys think of early access paid tutorial?

        Basically, the tutorial covers the basic gameplay, UI, and SFX & Music, but the advanced gameplay is still work-in-progress and will be uploaded later.

        Yeah, that could work. You could always release like the first video on YouTube for free, and then have paid access on your own site.

          cybereality

          Yeah, that's what I think.

          I have this tutorial that I want to upload on Udemy, but the advanced stuff is taking too long. So I thought "Just upload the basic stuff, the advanced stuff comes later."

          Maybe I should stay quiet about the advanced stuff. I can make it a surprise for the students.

          Check out wingfox. It's mostly for artists, but they have some programming stuff too. The way it works is you can start a course and raise funds (even with like 1 video) and then you have to post a new video every week until it's finished. But the customers pay the full price. Granted, it's pretty high end, so I'm not sure everyone is accepted, but it might be worth checking out.

          https://www.wingfox.com/c/8609

          cybereality Usually when the editor knows the class type it gives you hints for what the func input parameters are.

          On another note, does anyone know the name of the material parameter that allows the material to be drawn on top of everything else? I have been looking for quite some time, it's eluding me.

            Erich_L the material to be drawn on top of everything else

            There is a Render Priority, but I think it only has an affect on transparent materials (lower numbers are rendered on top). You can also look under Flags for No Depth Test. This may be what you are looking for, though it usually ends with strange results.

            Erich_L Usually when the editor knows the class type it gives you hints for what the func input parameters are.

            It works for me:

              cybereality Yes, that also works for me if the function is on the same script. Godot defined classes have their hints show up consistently, I guess just not user defined class functions, or maybe there's still something I'm missing.

              Thankyou, I think it No Depth Test does it. I am getting pretty frustrated with this label to viewport projecting on a sprite 3D workflow, I have it working in its own scene, nothing showing up in the main scene, and it turning black on launch. Kinda wish there was just a Text3D node.

              Threw the whole thing away and started over and got it working. Thanks again.

                Erich_L Kinda wish there was just a Text3D node.

                this is implemented in 3.5rc2+ as Label3D

                  Kojack
                  Seems the DDS custom mip map issue is that Godot assumes a specific number of mipmaps based on the resolution, while the format itself allows a different number of mipmaps. Mine had 7 mip maps, Godot was expecting 10.
                  It was created with the official Microsoft DirectX texture tool, I assume they know their own format. 🙂
                  Remaking it with the expected number lets it work.

                  The point of the test texture I have is each mip map is colour coded. For example first mip map is 512x512 solid red. Second is 256x256 solid green, etc. When you put it on a mesh, the colours you see represent which mip levels are being viewed. If you never see red on the mesh, it means 512x512 is a waste of resolution. (The new one I made is 13 mips with 4096x4096 at the top)

                  DDS would have been okay but there was almost no decent tooling. I tried KTX as well, which was also cool (made by Khronos) but, again, no tools.