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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

release, and should make lightmaps a viable option for 3.2. My first task will be integrating an occlusion culling system into the new Vulkan renderer. While occlusion culling is not a silver bullet, it can give big performance improvements in a variety of scenes. Cornell box test using baked indirect lighting. finish line.

Render 55
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET XR: Add support for OpenGL to OpenXR ( GH-67775 ).

Beta 92
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps. Also, the new lightmapper brings support for denoising using Open Image Denoise , which results in better-looking lightmaps in the same bake time range. Various light culling fixes.

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET XR: Add support for OpenGL to OpenXR ( GH-67775 ).

Beta 40
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. The compatibility backend is based on OpenGL ES 3.0 / OpenGL 3.3 / WebGL 2.0 and is intended to run on very old PC hardware as well as most older (still working) mobile phones.

AAA 145
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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ).

Mesh 52