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  • Untitled RPG project prototyping

I wanted to test the graphic strength of new Godot4. As a professional 3D artist I can say that it can perform quality very close to AAA and that only depends of the amount of assets and details you can produce for one. It is quite good with performance.


Note: Please do not distribute these images without my consent. These are more meant for community internal showing (just to elevate the spirit of the peeps who made the engine, and others who want to make something cool with it).

Too many people out there look at Unreal 5 and think that because they automatically have photoscans or pre-made assets handed to them that means it's the best engine graphically, I'm not pushing the engine graphically but I am experimenting pretty heavily with AI and there is a lot of potential there when it's all setup correctly, I'm seeing it all unfold as I implement stuff. I'm definitely throwing shade on the unreal devs because I think some of them deserve it, I don't think a lot of them would be able to make the games they make without the third party assets unreal gives them for free. Even the big studios frequently abuse the hell out of stuff like SpeedTree and if you took away their third party assets their games would be almost completely empty.

    Lethn
    Yeah UE5 is top Tier engine, very capable, very versatile, but primarily build for AAA top titles. As someone that is working with it quite a lot, I can only say -maaaan it is HEAVY now. It became so bloated. I remember the UE4, it was about 4.5Gb when it came out and that was like decent number back than. But now I think its like close to 100Gb. Crazy.
    Now if you want to run like a good picture quality, you really need upper Tier machine. If you pull down the visuals, it just starts to look very bad, very fast.

    I was very pleasantly surprised by how Godot is light and now I can see it has some good graphical power as well.

      VMblast I'm turning into a purist and a software snob over this issue, while I generally do agree with you when it comes to Unreal 5 I feel like the fact that devs are becoming so reliant on these third party assets is going to hamstring them big time. Mind you, I shouldn't be complaining about it as their competition, I just want something fresh and interesting to play I guess. I think even your average gamer when enough of these games come out is going to notice exactly which devs are shamelessly asset flipping compared to those who at least try and do something a bit different with what they've been given.

        Lethn
        If you refereeing to the use, or should I say overuse of asset packs available, than YEAH.
        Leaning heavily on the ready-on market assets makes every project look the same. Yeah the use of Megascan texture is great option and fast, but when every low-tier project uses it, it all became the same and you cannot distinguish them from another.
        My view on this is that it is good thing to use those assets, but only in prototyping and/or alpha phase. Than it is necessary to make your own assets, to give your project more unique style suited to the world you are building.

        VMblast I would have thought yes, but the others will know more about this in detail, it's also worth pointing out that unlike other engines Godot is completely open source, if you really wanted to you could get a couple of programmers on the payroll and have them tinker with anything you want to get what you're looking for internally. Also with regards to your comments about assets I agree, I wouldn't mind it as much if devs at least bothered to maybe learn how to edit them and things like that so there's variation and their games look different but most don't, they're looking for lazy cash grabs opportunities.

        VMblast Is it possible to do this in Godot, to recreate this kind of tech?

        It seems to be their own engine. It's clearly missing the change of seasons. And there are no weather effects.

          Tomcat
          Yes, Im aware that he made his own engine. I was simply asking about that kind of tech ide, is it possible to implement in to Godot?

          Im testing trees and shaders. I was able to get the trees looks the way I liked, but it has its own problems. Since its just Depth Pre-Pass enabled, its giving me all kind of weirdness on leaf mesh section and also every time I look at tree tops, my framerate drops by 10-15fps.

          However, I really like the soft look of the trees, it feels quite natural to look at.



          Note: Im using Vsync at 75fps

          This at least partially answers a question on whether Godot 4 could handle a skyrim/fallout style game, another thing I'm very curious about testing the game with is large scale static worlds as I think there could be a lot of potential in that area.

            Lethn
            Yeah, that is my goal as well. Actually this leans onto the first thing you said as well. My goal is to ((try)) to prototype RPG akin to Daggerfall/Morrowind. So we'll see.

            The big letdown for me concerning Godot, at least in this first iteration of No4, is that there is no any built in terrain implementation. Today this is a must in any engine. Especially terrain that relays on chunks, world partition and vast scale.

              VMblast I may be able to help you a bit with that, just so you know, I've had quite a bit of success importing terrain sculpts into Godot from Blender. What I do is I get a regular plane then subdivide it enough for things to be smoothed out nicely and go to town with the sculpting tools, what I found interesting is the texture paint seems to import fine as well. I haven't done anything particularly fancy as of yet but I have managed to make a basic island that looks alright, this is what I came up with, followed a water shader tutorial and I need to tweak the meshes for that to work all cleanly but that came out nicely too.

              It may even be worth doing some terrain generation in Blender itself and then exporting the results, sculpting I feel allows for a lot more control.

              Well, you can write custom shaders in Godot, meaning basically anything is possible. It's just that a lot of stuff doesn't come built in. But I don't think there is any limit.

                cybereality
                Yeah I got that would be the case.
                Buuut...me no coder, code burn eyes, me went blind... 😃

                  VMblast I know you probably know this or at least have considered it, but honestly it needs to be spread to anyone that will pay attention, you really do hamstring yourself badly when it comes to games development and not knowing anything about code.

                    VMblast I have one question, so if anyone see's this, especially from the coder side, Id appreciate a reply.

                    Is it possible to do this in Godot, to recreate this kind of tech? (maybe minus GI as this is already in)

                    Depends what you mean by that. Are you asking if you could implement these in the editor without modifying the engine core source? Perhaps some, probably not all though. Some of this could perhaps be implemented as a GDExtention, so outside the core, but probably still needing C/C++.

                    VMblast The big letdown for me concerning Godot, at least in this first iteration of No4, is that there is no any built in terrain implementation.

                    I wouldn't hold my breath while waiting/hoping for that. I recon it might appear as a officially supported GDExtention addon down the line perhaps, but it's unlikely to make it into core feature set I think(this is just a guess tho).

                    I also frankly wouldn't be in favor of having such bloat in the core anyways. Thinking of Unity as an example here, though the same applies to engines like Unreal or Cryengine, in my experience the built in terrains are rather limited and not very good and not conveniently extensible so I wouldn't use such in the first place, personally. But an officially supported first class add-on if you will, would non the less be a welcome sight of course.

                    I do have to acknowledge the Unity one is itself technically a script/add-on that's bundled with the engine tho.

                      Lethn
                      Yeah I tried that. No one was interested.
                      But I do understand, no one wants to work for nothing on someone else ide, vision, project. I dont know, maybe if the vision is strong enough and have great pull, than someone would want to chip in.