I got Ella partially ported to Godot 4.0. It wasn't too hard. Note, this is a quick test, I didn't spend long on it, but just to see if it was working. Notice the shadowing in 100x better. The corners and ceiling are more in darkness, as they should be, and it is not blown out. No light leaking. Using the SDFGI, so this is the same light/shadow you can get in an open world game, full real time no pre-computation needed.

Still tons of problems. The sky map rotates with the camera, there are moire patterns everywhere, some textures are stretched, the lighting has some light/dark spots that shouldn't be there. But still a promising start.

It was already looking awesome in 3.x but 4.0 is just top notch! I tried the alpha today and so far its working pretty good for an alpha. I'm kind of hyped right now xD

Yeah, I'm glad they were able to fix the global illumination at the last minute. On the last pre-alpha the lighting was totally broken (rainbow spots on the wall). It looks really good now, and I barely even messed with the settings.

where do we download the alpha to look at it? EDIT: Nevermind found the link in the article.

Yeah, end of the article. They want you to read the whole thing.

Spent the day with Godot 4.0. It looks promising, but there are some pretty huge issues right now. Texture filtering seems completely busted on any setting. Meaning even 8K textures look low res and pixelated. Mip mapping only sort of works, but you need to create a new material from scratch. Meaning if you convert a 3.x project, none of the textures will have mip mapping, even if you reimport the texture. You have to create a new material for each material in the project.

Global illumination looks nice, but has artifacts. It's worse with SDFGI but also happens with VoxelGI. Basically there are these blob spots on the wall. It is not so obvious at far distance, but close up you can see them shimmering and flickering, especially with camera movement. There are rectangle artifact glitches all over the screen. Not sure why.

Objects seem to have some sort of metallic specular lighting, even with everything set to zero. Meaning objects that should be diffuse (like cloth) look like porcelain. The sky box rotates in the opposite rotation of the camera, which is sickness inducing. I tried to enable Basis Universal texture compression and the editor crashed, and now my project I spent all day on won't open.

Probably some other small stuff, but that is quite a lot of basic functionality broken. I'm not even going to attempt to make a demo in 4.0 in this state. I'm going to stick with 3.x for the time being, but I'll spend tomorrow writing bug reports for everything I discovered.

I messed with it for a little while. To get a gltf model to import I had to use the import tab- I could not just drag and drop into the resource tab like I can do in ver 3. I mean it will bring in the files- but it wont display them and instead says the meshes are empty. But if highlight the file then click on the import tab and reimport after a long import time (about 10 minutes) I could see the models. Ver 3 I just dropped the file in and it worked.

But maybe they arent done with this part yet.

@cybereality said: Spent the day with Godot 4.0. It looks promising, but there are some pretty huge issues right now. Texture filtering seems completely busted on any setting. Meaning even 8K textures look low res and pixelated. Mip mapping only sort of works, but you need to create a new material from scratch. Meaning if you convert a 3.x project, none of the textures will have mip mapping, even if you reimport the texture. You have to create a new material for each material in the project.

Global illumination looks nice, but has artifacts. It's worse with SDFGI but also happens with VoxelGI. Basically there are these blob spots on the wall. It is not so obvious at far distance, but close up you can see them shimmering and flickering, especially with camera movement. There are rectangle artifact glitches all over the screen. Not sure why.

Objects seem to have some sort of metallic specular lighting, even with everything set to zero. Meaning objects that should be diffuse (like cloth) look like porcelain. The sky box rotates in the opposite rotation of the camera, which is sickness inducing. I tried to enable Basis Universal texture compression and the editor crashed, and now my project I spent all day on won't open.

Probably some other small stuff, but that is quite a lot of basic functionality broken. I'm not even going to attempt to make a demo in 4.0 in this state. I'm going to stick with 3.x for the time being, but I'll spend tomorrow writing bug reports for everything I discovered.

You can change the import settings in your project files (outside of Godot) but not sure if this will fix your problem. There should be an .import file (same path as your texture) and you can edit it and change "detect_3d/compress_to=2" back to "detect_3d/compress_to=1". Worth a try :D

And yes, there is still a lot do be fixed but its an alpha... And I'm sure that there are also some design decisions that will be changed once there is more feedback from the community but I think Godot is on the right way and 4.0 looks really promising.

Yeah, I just had to delete the .import files and then it worked again.

Okay, I was able to start a new project and get a decent render on Godot 4.0.

And here is proof the render is real time.

Holy smokes!! 4.0 is looking grade-AAA all the way. Now you got me wanting to go play with it hehe.

My brain! Yes!!!! Looks great!! Now I know what I'm going to be doing during Spring Festival!!

cybereality, does the real-time ray tracing in 4.0 alpha require a turing video card architecture ??

i wouldnt use 3dscan for characters. just looks weird imo weren't u going to make a more interactive project? godot 4 looks promising

Yeah, I need to create my own art for the next thing, this was just quick test I put together in a few hours with purchased artwork. I have some higher quality game models, but it takes too long to prepare the model, especially with rigging and animation, so the scans are posed and OBJ format and easy to just import and use.

@UpAllNight said: cybereality, does the real-time ray tracing in 4.0 alpha require a turing video card architecture ??

No, it's not using hardware ray tracing. It is GPU accelerated (I believe), but it is custom code, so can work potentially on any video card that is new enough to support Vulkan.