• General Chat
  • Godot 4.0 is slower that 3.4 on my setup. Is the issue related to Godot's vulkan implementation?

I tried Unreal 5 on a GTX 1060 and just barely got 30 fps, even with 50% scaling. It still looked okay and I guess it was playable, but that is an okay system, mid-range from a few years ago. It wouldn't even open on my laptop.

I have a problem to distinguish is this a movie or a game ;) Nice artwork. Yes, it looks very good. Most of the time there is no jerkiness visible, and camera and character movements are smooth.

I like cinematic look&feel, old good 24fps. This is enough for human eyes. For such frame rate and slower shutter speeds there is always some blur. I think they used it to mimic cinematic style (together with excellent camera work, of course). But maybe there is something more, some kind of frame blending? FPS varies between ~25-46, but I can't see a difference. I'm curious how https://github.com/godotengine/godot-proposals/issues/2933 will improve look&feel. Effect based on shader for Godot 3.x is not comparable to this slight, gentle blur which you can see in UE.

I'm working on a imitation of camera lens (dof, autofocus, aperture, focal length). It adds some realism to the look&feel, something similar to shot visible between 56-61th second on your video. After that I will work on a camera system to mimic more natural movements and to support multiple cameras. There are many small things needed to achieve the final result. I hope that all of them wouldn't kill performance of Godot 4 and there will be place for game logic.

Yes, motion blur is key to getting acceptable visuals at low performance. Which is why console games (at least last gen) usually had heavy motion blur and 30 fps. It still was not completely smooth, but it looked good enough to be playable. 30 fps without any blurring is pretty bad.

I believe that add-on has already been integrated into Godot.

Oh, thanks. I'll check that. I added it to project for G3.

That's fantastic! Thanks.