[deleted] When will 4.0 go live on Valve's Steam?

I have no idea, but generally it’s around 1-3 days after the official announcement (or at least it was roughly that long when 3.0 was out)

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 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)

    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.

          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

          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

            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. πŸ˜…

                Aight, an update. First of all, using an ORM shader for the sphere when I didn't have a ORM map for it was an obvious folly. Sphere now legible as a refractive glass type material, second and here's the reason why cornell box, boring as it seems, is useful. I changed the colored walls to roughness value 1.0 and instantly a shading issue(potential bug) showed up on the red wall of the CSG room. Also, I added a reflection probe to the scene.

                Project Zip archive

                Looks awesome! Makes me want to try Godot 4.0 stable this weekend πŸ™‚

                To be honest, I was doubting that the Godot 4.0 release was going to be finished, but they actually pulled it off. Still a few bugs and missing features, yes, but what's there is enough to make a good game. Going to try to make a demo for my game in 3 months. I want it to look completely real, I think I can do it.

                Awesome πŸ™‚

                I'd like to install version 4.0 with Flatpak, when will it be released on Flathub ? (I'm running Linux)

                I'm very eager to try it out.

                  I don't know if that flatpak is official. Just download the regular Linux executable. It's portable and doesn't need to be installed.

                    NodeCommander I'm running Linux

                    Which distribution and desktop environment?

                    I'm using Pop!_OS 20.04 with its default DE. In addition to cybereality's suggestion, I use cinnamon-menu-editor to create a desktop icon for Godot.

                    Or you can place it elsewhere. Personally, I use ~/bin for Godot 3 (and other apps and scripts) and ~/bin_godot4 specifically for Godot 4. I have Godot 4 set up to use self-contained mode, so it stores the application data in the same directory as the executable, and I wanted to keep that separate from other directories.

                    I just have the binaries in a folder in my home folder. I made a few shortcuts with the local share applications. This is better for me as I can have as many different versions as I want.

                    Excellent !

                    I didn't know that, I thought that it had to be installed.
                    I iust downloaded it now and starts up fine, thanks !

                    btw, running Linux mint 21 with XFCE

                    @alfredbaudisch what I did with the compositor was render the background in one pass, using the visible mask to hide characters. Then render the characters that needed an outline in another viewport with a different material with a solid color and no lighting (you can optionally run a sobel pass here). Then I used that solid color viewport as a fake stencil buffer using it as a uniform to the main fullscreen shader on the root viewport and then combined all the passes. It worked and looked good, but sadly 3 full resolution viewports rendering each frame is way too slow for Godot.

                    You have to right click on the Godot name on the left in your library and choose properties, betas.

                    They will both be there, but you have to go to that menu to switch between them.

                    Here is something I started working on.

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

                      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.