cybereality Going to build the same scene in Godot 4 and Unreal 5 and compare graphics and performance.

Excellent idea! Is it going to be a static scene? The only thing missing for a full comparison is Unity.

[unknown]
I don’t think anyone on the Godot team frequents the forums anymore, so I do not think the request/feedback will be seen…

I might suggest sending the feedback to the Godot team via the contact page, likely under general inquiry. Another option that may be better (I’m not sure how the Godot team prefers to get feedback) would be to contact them via a different community channel they frequent more often, like the Godot contributors chat for example.

I think the issue is that if they switch the main version to 4.0, it will auto-update and people in the middle of projects could get screwed.

Serious question - if I have been programming in the last stable build of Godot, should I finish the large project I started in that version or port it to Godot 4 then complete?

It's up to you. I would say if you're late in development and happy with the results, stay on the 3.x branch. 4.0 is better in some ways, but also slightly unfinished.

Why would old reviews be erased? It's just a new version, not a whole new app. That would be silly for marketing purposes when you already have a highly popular and well reviewed app.

[unknown] false advertising

"marketing purposes"

Bought this kitchen scene and setup a render in #GodotEngine 4.0. This is with basically all effects enabled. Had some issues with pixelation on the textures, but it's only noticeable close up. Overall I'm pretty happy with the look.

Woah, how much have I missed? I haven't touched Godot in nearly a month. This new lighting looks awesome. It reminds me back when I dev'd on Roblox and the dynamic lighting engine was introduced around 2013.
I mean it brings back the excitement. I'm not comparing Godot 4.0 to Roblox when it looked like this: this:

I used to not like 4.0 but now i use it daily. what a switch up for me. 😅

Also does anyone know a good way to learn shader code and raytracing for godot 4?

    Blockyheadman raytracing for godot 4?

    Raytracing? You should probably learn ray casting first, then start tracing bounces on top of that.

    Godot doesn't support hardware ray tracing. However SDFGI is a sort of software ray tracing global illumination and reflection solution. You can enable it with a WorldEnvironment node.

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    Since you're buddies now, persuade him to participate here occasionally. 😉

      DaveTheCoder Since you're buddies now, persuade him to participate here occasionally.

      I mentioned the forums and how I took over but he didn't really seem familiar. He also didn't recognize me at first, which was surprising since we met at GodotCon 3 years ago, I made a bunch of big demos, and we talk on Twitter often. Guess he has a lot of fans.

      I do hope this forum can get more promotion from the Godot team, because for starters Reddit is an awful solution as far as finding discussions and projects go (as the threads get buried within a couple of days), and Discord is even worse in this area. It pretty much leads to new threads for every update to every project and the same questions having to be asked again and again. Tags can only get you so far as even they break down as a discoverability tool once there is enough activity.

      Far and away, the traditional forum setting is still the best place for Q&A and project threads.

      Yes I agree, it's mostly the younger crowd that doesn't seem to understand how forums work or maybe never used them. Social networks are horrible for debugging programming problems.