Remove Alpha Remove Feature Remove Mesh Remove Shaders
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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

We're working towards finalizing the feature set for 4.0 beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a month ago. While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 Same deal as usual, lots of bugs fixed and more refactoring and feature work.

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Ultra-Realism Made Accessible with NVIDIA AI and Path Tracing Technologies

Nvidia

Streamline is the NVIDIA open-source cross-IHV framework that simplifies the integration of features like DLSS 3. This SDK demonstrates best practices for building a path tracer using the latest versions of the following tools and features: DLSS 3 for super-resolution and frame generation, to multiply performance. OMM SDK 1.0

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Practical Use of Render Textures

The Knights of Unity

And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. using legacy rendering, but the features I used work in SRPs too. For shaders, I used Amplify Shader Editor to add some visual effects on top of the render texture.

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Maintenance release: Godot 3.4.4

Mircosoft Game Dev

In parallel to our work on the upcoming feature releases Godot 3.5 ( with a second beta ) and 4.0 ( now at alpha 4! ), we backport important fixes to the stable 3.4 Core: Revert "Fix ProjectSettings has_setting() when used on a overriden setting with feature tags" ( GH-58859 ). branch for use in production.

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Dev snapshot: Godot 3.5 beta 1

Mircosoft Game Dev

was released 2 months ago , and some of the major planned features for Godot 3.5 Some more features are still being worked on and will be included in future beta builds. alpha (see our release policy for details on the various Godot versions). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J.

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Godot 4.0 optimization progress report

Mircosoft Game Dev

As most of the rendering features for the upcoming Godot 4.0 Instancing is used to render similar objects (mesh, material and misc settings), reducing the pressure over the rendering API. There are special versions of meshes to render when doing shadow maps or depth pre-pass. As we are approaching an Alpha release, Godot 4.0

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Godot 3.0 progress report #6

Mircosoft Game Dev

Let me tell you that this amazing new feature by karroffel and Bojidar Marinov ( bojidar-bg ) is the real deal. While we offer a default particles material (which is very powerful and customizable), it is possible to write your own particle logic entirely in a shader. (again, remember, latest versions of Chrome or Firefox only!).

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