Hyped
Godot 4.0 sets sail: All aboard for new horizons
[deleted] When will 4.0 go live on Valve's Steam?
I have no idea, but generally itβs around 1-3 days after the official announcement (or at least it was roughly that long when 3.0 was out)
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This is a quick test of the omni lights and shadows on Godot 4.0.
Cornell Box
No lamp/light objects, just illuminated by a single emissive quad/plane MeshInstance. Purpose is to test out indirect lighting.
https://godotforums.org/assets/files/2023-03-02/1677735942-572915-cornell-box.zip
Good stuff. I've been waiting for this. Going to dive in now.
The cubes look decently lit / shaded but overall the light looks way too blown out and not physically accurate. Also, it is strange without shadows.
Are you using SDFGI and/or SSIL? It should add shadows for you.
cybereality Are you using SDFGI and/or SSIL?
Both + AO. It's the tonemapping.
cybereality nice demo, thanks, the layout of your post is a bit messed up and the text is below the googledrive item, so linux demo point to windows demo.
For those who are interested in old GPU perf, I got 23-30 FPS depending on where the look is pointing, mouse controls are a bit weird, it goes back to the bottom when button is released (I don't know if it's because some side effect I got with maybe a Delux mouse driver which trouble a very few game mouse controls : Trembling Towers, Tower 57 and Kerbal Space Program only AFAIK, the latter using Unity, the two other I don't know)
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Re-opened an early version of my game with Godot 4.0-stable that I abandoned around Beta 4 (and moved to Unity), and tried to add an Outline shader again (source). It finally works! Viewports were broken during the betas.
The only problem is that the SubViewport AA is not good, you can see how aliased the outline is. Even with MSAA x8. And TAA removes the transparency from the SubViewport. But I think I can live with that.
Reducing the line thickness makes the aliasing even more noticeable, but I can live with that too - I think:
8x is way too slow for a full game. Even on my rig, I rarely run more than 4x. Usually for AAA games I just use TAA or the other post options since they are faster and tend to look better.
cybereality yeah but TAA in the SubViewport settings removes the transparency from the viewport, thus making it impossible to create the outline. At least from the implementation I'm doing.
I did something similar with the Godot beta where I composited 2 viewports in a shader (I think this was before the transparent subviewport was fixed). It worked but it was super slow.
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cybereality do you have it somewhere?
I have an ongoing proposal about this, but Reduz and Calinou said only in 4.1 it will be possible to have proper outlines due to stencil buffer:
https://github.com/alfredbaudisch/GodotShaderCollection/issues/3
alfredbaudisch after playing a bit more around, managed to come with a Material Overlay, that doesn't use subviewports, and it allows x-ray and anti-aliased outlines. Exactly how I wanted FOR MONTHS with Godot, but now with 4.0-stable. it works
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One side effect of 4.0 being released as stable is that the "stable" documentation links now point to the 4.0 documentation. That's going to cause confusion when looking at old posts with links intended to reference the 3.x documentation, but I suppose it's unavoidable.
When posting a documentation link, maybe it would be better to use a link with the specific version, rather than "stable" or "latest".
I really like what was done with 4.0
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alfredbaudisch The only problem is that the SubViewport AA is not good, you can see how aliased the outline is. Even with MSAA x8.
Yeah, AA has always been a weakpoint of godot.
DaveTheCoder When posting a documentation link, maybe it would be better to use a link with the specific version, rather than "stable" or "latest".
Easier said than done(enforced) though.
Megalomaniak Easier said than done(enforced) though.
I wasn't suggesting that. I haven't even been doing it myself, but I'll start doing so.
DaveTheCoder I meant that I have considered the same, but can't really see a practical way to enforce it. Noticing someone having misformatted a code-block in their post is comparatively easy, having to check every single link not so much. Besides I did at one point try to meticulously make sure I myself always link docs to specific versions but that didn't really last long either.